I tend to avoid competitive video games because they stress me out, but I’m known to have an inexplicable knack for one-versus-one fighting games. Mortal Kombat, Injustice, Soul Calibur, and Street Fighter aren’t even games I was interested in growing up, but I can play a mean Scorpion and I’m still convinced that Martian Manhunter […]Read more "Rock, Paper, Guard Breaks: a Mechanics Deep Dive Into For Honor"
Emulating Unity’s TrailRenderer component in native JS canvas.Read more "Work The Problem: Trail Renderer"
The Problem I’m making a game that has lasers in it, and Unity/C# doesn’t happen to have a LaserRenderer component or a LaserCollider component, so let’s just write it ourselves. Here are the deets: in this game your objective is to get from one end of the screen to the other without getting disintegrated by lasers that toggle […]Read more "Work The Problem: Lasers"
Four friends escape from their captors by using their niche skills as a team. Inspired by the potential LD34 theme “Stick Together,” Escape Squad blends the isometric, top-down shooter mechanics of Binding of Isaac with the single-entity party mechanic of Legend of Grimrock to create a uniquely tactical action roguelike. Play as the four best friends Bearemy the Barbearian, Moz the Firefox, Bandit the Ranger Racoon, and Cynthia the Armordillo escaping from their evil captor-animals. Each shoots in the direction they are facing, and you can rotate the party to change your tactical setup.Read more "Escape Squad Postmortem"
A little story about Yes And Games, a small, 6-person independent game studio out of RIT in upstate New York.Read more "Yes And Games: A Fairy tale About Two Pals"
5 things I learned about game design after playing XCOM: Enemy Unknown.Read more "5 Things I Learned From XCOM: Enemy Unknown"
How can you foster a community in your game naturally and without irrelevant conversation or toxicity?Read more "Focused Communication and Communities in Games"