Category Archive: Design

Nov 18

Working with IP

  Today the question of working with IP came up and, as with any good topic, you walk away and then think of something else on the topic. Below you’ll find a condensed version of my views on working with IP. As with everything there are always caveats, and YMMV, and this isn’t attempting to …

Continue reading »

Oct 17

Designer Weekly

So… Yeah, turns out my definition of ‘weekly’ clearly has some stretchyness to it.   But hey, the game we’re working on at Nine Tail Studios, Monsters Rising, is in it’s last month so that probably explains it. Go check out the teaser trailer. I’ll be talking more about the development of Monsters Rising  over …

Continue reading »

Sep 17

Designer Weekly Sept 17

As always, a quick look at articles that caught my designer eye over the last week, and why.   The UbiArt initiative I only usually point out Gamasutra articles if they are of note, as you should be checking their feed regularily anyway, but in this case it doubles up to show a smart use …

Continue reading »

Sep 10

Sideways play

‘Know thy player’ is a handy maxim when developing any system or feature they will interact with. Sideways play is my shorthand term for a particular play style. Not quite the same as MinMaxers, but in the same realm.  

Feb 03

Designer Weekly

This weeks DW has to be dedicated to all the people out there who are being simply just fantastic right now. You all know who you are. It’s designer weekly time again. The (somewhat miss-titled) collection of links from recent days on design issues. During the year when #Designertip was 1 a day, every day, …

Continue reading »

Older posts «