I've always wondered how people design and program some of the really fancy game broadcasting presentations. As it turns out, there are some awesome open-source tools out there. Here's a quick intro to nodecg, the library used for Games Done Quick.
Read MoreI don't know what to say except this this feels so right.
Read MoreThere's nothing wrong with making a challenging game. But as game designers—people who curate experiences for others to enjoy—shouldn't we design for as broad an audience as possible?
Read MoreF-Zero is all about speed—and sometimes that's enough.
Read MoreStar Fox may look like a low-poly shooter on rails—and it is. But it's also a masterwork of careful design considerations that succeeded at ushering a new generation gracefully into a new paradigm for playing games.
Read MoreMega Man X endures as the gold standard of the series because of two brilliant concepts that it executes in tandem and with impeccable grace: remix replayability and parallel contextual frameworks.
Read MoreAs a consumer device, the SNES Classic is a brilliant, well-constructed little toy. But as a time capsule of game-design principles, it's an absolute treasure.
Read MoreA long-overdue update about what I've been up to and where I'm going from here. It's bittersweet to leave something behind, but there are more exciting things on the horizon.
Read MoreWhere I've been, why there are no new games to share, and what I plan to do about it
Read MoreThe first hour of Terranigma is now posted to my YouTube channel.
Read MoreStop me if you've heard this one before. Actually, please don't.
Read MoreComing back to Street Fighter after an extended sabbatical makes for a bittersweet reunion.
Read MoreThere's probably some truth to that old saying: in order to go forward, you have to go backward.
Read MoreOn starting over again.
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