Your Prototype Sucks – Here’s Why
This talk explores common challenges videogame developers face when making proof-of-concepts, and a simple framework to avoid and/or overcome them.
The Case Against Fidelity
This essay explores the pros and cons of the games industry’s pursuit of constant higher visual fidelity.
Three Math Tricks To Improve Your Game
This essay proposes math-like formulas (sort of) to define key game design concepts (ex: legibility, engagement, etc) and how they might relate with one another.
How Tom Cruise Can Help You Make Videogames
A humorous attempt at fixing common communication problems in videogame development by using Tom Cruise’s love of running as a metaphor.
Inside The Magic Circle
An holistic exploration of games as a self-contained medium, and the proposal of an alternative concept to Huizinga’s magic circle: a boundless mandala.
What Is Digital Handicraft?
A reflection on how pointless definitions and taxonomies may have made us miss the untapped potential of digital media when it comes to user interaction and procedural generation.
How to Showcase A Game That Doesn’t Exist
In 2017 a non-existent game was showcased at a public venue with more than 50K visitors. This is the story of how that experiment came to be, why it was done, how it was done, and what resulted from it.