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3 Times a Game Universe Felt Real: Storytelling and World-building

3 Times a Game Universe Felt Real: Storytelling and World-building

by Abhinav Narain | Jul 31, 2016 | Blog, Game Design, Writing

World-building and interactivity were meant for each other. The fact that the audience has control over the outcome of a gaming experience opens up a vast range of possibilities for storytelling lore exploration. As players, the more immersed we are in the backstory,...
Reading Between the Lines: What Passive Storytelling Teaches Us—Part 1, Submerged

Reading Between the Lines: What Passive Storytelling Teaches Us—Part 1, Submerged

by Joel Silalahi | Jul 30, 2016 | Blog, Game Design, Writing

Everybody knows about big AAA games, with stories befitting a box office motion picture: Telltale’s The Walking Dead for example, or Uncharted 4: A Thief’s End by Naughty Dog. They’re praised for their powerful and compelling narrative. The pace, the...
4 Reasons Why You Have No Excuse Not To Make Games

4 Reasons Why You Have No Excuse Not To Make Games

by Alex Cicala | Jul 29, 2016 | Blog, Game Development

The last ten years in game development have been quite the rollercoaster with the constant update to game engines, the ever-growing independent developer community, and the major push in education for game development. Over that time it has become easier for everybody...
Learning from the great Super Mario! Part 1: Mechanics and Level Design.

Learning from the great Super Mario! Part 1: Mechanics and Level Design.

by Jerrod Bacon | Jul 28, 2016 | Blog

After more than a dozen titles from the Super Mario franchise, it is clear that Nintendo has perfected their formula. There are several things we could learn from the franchise as a whole, but I want to focus on one or two that are the most prevalent to us developers...
Three Big Reasons Why Animal Crossing Hooks Us

Three Big Reasons Why Animal Crossing Hooks Us

by Connor Selinske | Jul 27, 2016 | Blog, Game Design

Animal Crossing does a lot of work to grab and keep players, and it’s the sheer amount of detail and care that make it a tough game to replicate. But rather than trying to copy this odd little game, it can be extremely helpful as a designer to simply understand...
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