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Creating a Dynamic System for Linear Dialogue - Design (Part 2)
Spirit Island Development Update: For my third Unity prototype, I created an "interrupt system" for the player to interact with and...
Creating a Dynamic System for Linear Dialogue - Inspiration + Research (Part 1)
Spirit Island Development Update: For my third Unity prototype, I created an "interrupt system" for the player to interact with and...
Making a Badass Puzzle - Part 3 Postmortem
Spirit Island Development Update #4: For my third Unity prototype, I created an "interrupt system" for the player to interact with and...
Making a badass puzzle! Part 2 - Design
Spirit Island Development Update: For my third Unity prototype, I designed a difficult puzzle for a touchscreen device that required...
Making a badass puzzle! Part 1 - Research and Concepting
Spirit Island Development Update: For my third Unity prototype, I designed a difficult puzzle for a touchscreen device that required...
Florence: How touchscreen interactions can add to story
Florence is an iOS touchpad game released just a couple of weeks ago on Valentines day. It was created by a tiny (four person) team...
The Room Three: A Deconstruction
The Room Three is a first person adventure game for iOS and Android devices wherein a player explores mysterious, highly-rendered...
Lara and Nathan: How complex characters make good stories
Take two games which are more alike in all ways than they are different: Uncharted: A Thief’s End, and the 2013 redux Tomb Raider. Both are
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