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"
5 things I learned about game design after playing XCOM: Enemy Unknown.Read more "5 Things I Learned From XCOM: Enemy Unknown"
I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.Read more "10 Insightful Playtest Questions"
Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire).Read more "Level Design Using the Elements and Art and Principles of Design (Part 1)"