Feature
Game Deconstruction: ‘Splosion Man
Sep 4th
Here’s a concept I picked up from my room mates over the summer who interned at Pandemic Studios. Every week, one member of the team would pick a game and give a presentation on its strengths and weaknesses. There’s a lot to be learned about design by paying attention to the details that many players may overlook at first glance.
As a personal experiment, I’m challenging myself to do one “game decon” every month for the next year. It’s one way I think I can work to make myself a better designer while providing some interesting reading material. I’ll try to not just pick “good” games, but this week I’ll start with one of my recent favorites… More >
Audiball Postmortem
May 22nd

I’ve wanted to write a proper postmortem for Audiball for some time now and I’ve been putting it off for far too long. Below, I try to summarize six months of my life into a few pages of text. Audiball was not a commercial success, nor was it groundbreaking in any way, but it was my experience with game development and I’ll always be proud of it. Read on if you’re interested in the game’s original vision, what sacrifices were made, what unexpected events changed development, how the game’s soundtrack was composed, how you can learn from my mistakes, and how an announcement trailer can be the longest fifty seconds of your life. More >





