I haven’t played another FPS besides Overwatch in months, which makes me qualified to state that Overwatch is the best FPS on the market. That said, until today, it was lacking a deathmatch mode
I’m writing this from a slightly saddened perspective, revisiting my favorite SNES RPGs and realizing something: I’ve been spoiled by modern UX design. The sentiment is pretty universal.
It wasn’t until I conquered my first dungeon in The Legend of Zelda at my friend’s house that I decided to throw a convincing tantrum at my parents about why I also desperately needed my own Ninte
I am a game designer but I don't envy the task of potential employers or partners in trying to find someone like me to hire. Game design is very difficult to assess from the outside, to understand wha
In the last of this three part series on the constant factors of game design we're talking all about the role of the player as character (or not) and powerful draw of purpose.
In the first of a two part series exploring game design, this article discusses the idea that games operate within a universe of defined constants, meaning traits to do with play that stand independen
In watching the latest drama unfold over Facebook and its experimentation with users, I'm moved to argue that sometimes you can be too honest. For game makers especially sometimes it's better for user
"Game designer" sounds like a cool job, but often game designers actually do a much more ordinary job. Design is also less and less respected as naught but theory within the industry, which I think is
Growing up in the age of computers and technology we can almost taste the promise of videogames. We don't just like to play videogames, we like to imagine what they might be and how they might influen
Many readers will be familiar with the idea that games and reward go together. Yet reward by itself isn't rewarding. The reason is that it's not the reward that's interesting, but rather what it signi