Escape the Omnochronom! now available on itch.io!

You can purchase the Early Access version of Escape the Omnochronom! now on itch.io! Tell your friends! Technically speaking, I started working on the project that eventually became Escape the Omnochronom! back in 2015, although it has had at least four different names since that time. Someday I’ll have to run you all through the … Continue reading "Escape the Omnochronom! now available on itch.io!"

Read More

PTL Fan Art Contest – Vote!

Vote for your favorite fan art piece here. You can vote for multiple pieces. Below are full versions of all the art. Thank you so much to everyone who submitted work! Vote here! Winners will be announced tomorrow. https://www.poll-maker.com/poll1056269x029940e2-44

Read More

CGD Podcast Episode 30 – Deepities, a new Frank Lantz article, and updates

In this episode I discuss the concept of deepities and how it applies to game design writing. I also discuss a new Frank Lantz article on Ian Bogost‘s new book—an article that, it seems to me, pushes against progress in game design in some ways. (Don’t forget to check out episodes 23 and 24 where … Continue reading "CGD Podcast Episode 30 – Deepities, a new Frank Lantz article, and updates"

Read More

CGD Podcast Episode 27: Broad Statements with Richard Terrell

Had a great conversation with Richard Terrell, designer of Bara Bari Ball who’s currently working on designoriented.net. He’s also been on the podcast before, so I would go back and listen to Episode 6 where we spoke earlier this year. The conversation went really well. We talked about language, “broad vs. narrow statements”, Auro and … Continue reading "CGD Podcast Episode 27: Broad Statements with Richard Terrell"

Read More