“The secret to successful teamwork is love. No, really. Now, by this, I don’t mean that if the team hold hands and sings “Kumbaya,” you are going to make a great game. I don’t even mean that you have to like the other people on the team, although it wouldn’t hurt. What I mean is that you have to love the game you are making. For if everyone on the team has a deep and true love for the game they are making together and for the audience they are making it for, all differences and disagreements will be set aside in service of bringing the game into existence and making it be as wonderful as it can possibly be.”
Continue reading “New Zealand’s Small, But Growing, Game Development Scene” →
As a game designer it’s easy to get a little too big headed for your own good. Like many creatives, game designers assume that because they know how to make games, they know the best games that SHOULD be made.
Continue reading “Who is the Target Audience for your Game?” →
The mainstream public is so concerned with video games. Why? Because they’re fun. My 8 year old spends hours creating worlds in Minecraft but won’t do his homework, how can I make homework more fun? My teenage son is addicted to Fortnite and won’t get a job, how can I make getting a job more fun? My husband ignores me for hours to play Overwatch, how can I make our relationship more fun.
Continue reading “Make Life More Fun, By Treating it Like a Video Game” →
“We’ve never discussed how completely removing elements can actually make your game BETTER.”
Continue reading “Create Great Games by Removing Everything” →
No, Bloodborne is not being adapted into a TV series like Netflix’s Castlevania. If that is what you thought from the title, I’m sorry to mislead you.
Continue reading “Bloodborne The TV Series” →
The idea of an indie recreation of one your favorite AAA games may sound enticing, but be warned, the end product may not impress.
Continue reading “Complexity Ruins the Indie Version of God of War” →
“Although Breath of the Wild totes some of the greatest mechanical depth and emergent gameplay I’ve ever seen, its world building and narrative doesn’t even come close to that of Horizon.”
Continue reading “How to Design A Realistic Open World” →
Resident Evil 7 has incredibly intelligent level design, and does a marvelous job providing the player with signs that guide them, without actually telling them what to do. Continue reading “Learning Level Design From Resident Evil 7” →
Can video games be a form of meditation? Can they not only calm and relax you, but make you feel nostalgic or help you deal with grief?
Continue reading “Can Video Games Be A Form of Meditation” →
Aesthetic is crucial to evoking the right emotion in your players. The sound design of Hellblade: Senua’s Sacrifice works so well with the games other elements, that you actually feel mentally ill.
By Chris Bowring