Game Design

In the Zone: Great Environmental Storytelling in STALKER 2

It’s become a game industry in-joke, but Bethesda games, from the Elder Scrolls series to Starfield, have always heavily leveraged what’s come to be known as environmental storytelling. The classic example is the hordes of skeletons you find in the wasteland in the Fallout games – propped in various poses suggesting the manner of their …

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Holiday Gaming: What’s Being Played at My House

The holiday season is upon us, with December 19 marking the start of the annual Steam Winter Sale. It’s nearly impossible to experience a “gamer slump” this time of year – too many great titles flood our discovery queues. So this week seems like a good time for a quick rundown of the games I’ve …

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Climb and Dive: Clever Mechanics in a Niche Boardgame

When I start rambling about weird niche board games, my industry friends politely smile and nod. But I can tell when they’ve started looking for the quickest possible exit to the conversation. “That sounds cool,” they might say, “but not relevant to what WE do.” There’s no way to get them to tune out more …

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Battle Lessons: The Superior Narrative Stew of Zephon

How to build great narrative content in games is a topic that’s always at the forefront of my mind. Crafting game narratives has been one focus of my career, and I’ve been around long enough to see several trends in narrative design come and go. The industry has undoubtedly improved at delivering stories over the …

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Comfort Food: Dragon Age Veilguard First Impressions

Two hours into Dragon Age: The Veilguard I started to get worried. The introduction to the game had been crisp, an action-packed sequence reintroducing Varric, a much-loved dwarven companion from the previous games, and Solas, the antagonist from the twist ending to Dragon Age: Inquisition. The action combat felt immediately good and impactful; the environment …

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Ant Farms: Three of the Quirkiest City-Builders Around

I remember when I first played SimCity. Will Wright’s masterwork was a breath of fresh air – a playable simulation of real-world urban planning, a topic that sounded like a terrible idea for a game on paper but was incredibly compelling in reality. Like Civilization and other 4X games, SimCity and its descendants weave an …

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Idea Guy: The Myths and Realities of Game Inception

Ages ago, my industry friends and I had a running joke about young designers who viewed themselves as the “idea guy.”  The framing stems from an uninformed view of how games are made – the concept that there’s a lonely genius on a team somewhere, possibly with a fancy title like Creative Director, who comes …

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