Author Archives: admin

Emo McGothington Halloween Spooktacular

It’s Halloween and that means Emo Mcgothington has more candy to fight than ever!  When they made a deal with the devil, the people of the candy kingdom asked for treats, but instead they got tricked! Help our maudlin mercenary save … Continue reading

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Design: General and Specific

Today I want to talk about the relationship between specific and general elements of games. It’s something that I’ve been thinking a lot about recently. But first I should define what I mean by specific and general.

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Design: Can, Can’t, Should and Shouldn’t

The key, I think, to understanding games as an expressive medium lies in the following: Claude Shannon once famously estimated the number of potential chess games as being at least 10 to the 120th power, which, as the cliché goes, … Continue reading

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Level Design Primer Part 18: Emergent Objectives

We’ve talked so far about goals mostly in terms of specific objectives which you’ve placed in specific places for the character to reach. But what if the systems in your game interact in such a way that the player ends … Continue reading

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GIFs: Bandits and Bounties, Ninja Outbreak

Here are some animated GIFs of my current projects:

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Level Design Primer Part 17: Tension and Release

The idea of tension and release is a common one among many art forms. In music, ascending scales and dominant chords can build tension, while descending scales and returning to the tonic chord can give a sense of release.  Dissonance resolves … Continue reading

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Emo McGothington: Sad Candy Shooter now available!

The people of the Candy Kingdom made a deal with the devil.  They asked for infinite candy, and what they got was an infinite candy army.  And so they must turn to exiled hermit and all-around downer Emo McGothington, to save the … Continue reading

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Braingale EP games added to games page

I’ve added my contributions to the two Braingale EPs to the games page and front page.  From Braintheatre comes Variation 6: Detective, and from Architects comes Inheriting the Beast.  Check ‘em out, along with all the other great things from the … Continue reading

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Level Design Primer Part 16: Environmental Storytelling

In film, there’s a concept called “Mise-en-scene.” Mise-en-scene refers to the story that is told by everything other than the spoken dialogue. Sets, costumes, sounds, props, ect… all combine to not only give a film a set of place, but … Continue reading

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Level Design Primer Part 15: Naturalism

Naturalism as it applies to level design is a philosophy that says that levels should not only serve a functional purpose, but also feel like spaces that make sense and have a purpose for existing within the world of the … Continue reading

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