Game Design

Art is People Too

In this episode, I struggle with, and mostly reject, a lot of the formalist ideas I previously held about art. Art – whether it’s games, music, movies, or anything else – is largely about connecting with other people. When you like something, it’s largely because of a lot of subconscious processes that are largely informed […]

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Interview with James Lantz, designer of Invisible, Inc.

Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I’ve ever seen. (By the

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Incremental Complexity

Announcement! In the future, I think I’ll do more articles in “video form”. Very lightly edited videos, mostly a voice over and some pictures/titles/video. I think that video seems to be where more of the conversation is happening these days. Here‘s the first video, on incremental complexity, a new way of thinking about strategy game

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