Escaping the Omnochronom!, and “moonshot game design”

Hi! I’ve been thinking about writing this for awhile, and it’s time I just put pen to paper and got it out there. I started working on Escape the Omnochronom! back in 2015. It was the game that I really learned to use Unity on. The first version of it was like a Threes-style abstract … Continue reading "Escaping the Omnochronom!, and “moonshot game design”"

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Will Partin on Artifact and Platform Capitalism

Will Partin has written for The Atlantic, Variety, Kotaku, and, most recently a great piece in Vice’s Waypoint about Artifact. Probably less of a “formal game design” conversation than I usually have, but we touched on a broad number of topics that affect game developers and players alike. We also discussed the recent patch, the … Continue reading "Will Partin on Artifact and Platform Capitalism"

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Artifact and the Game-Complexity Overton Window

If you haven’t played Artifact, you should give it a try, I think. Not because it’s good necessarily, although I do think it’s probably the best CCG (collectible card game) I’ve ever played. I could talk about the bad kinds of randomness in the game (pro card player Reyand basically describes the difference between variable … Continue reading "Artifact and the Game-Complexity Overton Window"

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Four design lessons which were really obvious to everyone but me

I’ve been playing a lot more videogames recently. Over the past ten years, I developed a very specific set of criteria and tastes that made up a paradigm of game design. All of this lead me to search within an extremely narrow (and increasingly narrow over time) space for new games to play—Eurogames in particular, … Continue reading "Four design lessons which were really obvious to everyone but me"

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