Archive for the ‘True to Design’ Category

Get your batmobile out of my peanut butter

June 29, 2015 Leave a comment

BatmobileI am still not very far in the new Batman game Arkham Knight but I fear my hate of vehicles in games that don’t require them is coming through. I would not mind if the Batmobile was an option for me to play with but it seems so forced into every fricken thing I am doing that I hate it. I just want to glide around Gotham and beat up bad guys while solving crimes. I don’t want to have to bring that stupid wanna be tank everywhere I go. The controls are not great and the feeling to me is they wanted a peanut butter and chocolate combination and instead I got peanut butter and poop. It reminds me of my hate of the Mako in Mass Effect and Driving in general in Watch Dogs.

Back Again

June 16, 2015 Leave a comment

yin-yangHello. If anyone is still out there I am back again. Been a busy year and a half working on mobile sports games, card battle games and match 3 games. I’m about to endeavor into one of my favorite spaces in technology and game design Virtual Reality (VR). Decided to dust off the blog and post about my discoveries and research on the subject. Still will post some on management and design but the primary focus going forward for a bit is VR. A lot of this will be for reference for myself but I hope what I find is helpful for you too.

New Adventure

February 4, 2014 Leave a comment

After 3 years in Quebec City I have moved to a new company and a new country. Do to the new position and company I will probably be even more silent than I was before but you never know.

True to Design: What I’m Reading

December 17, 2012 Leave a comment


Postmortem: State of Play’s Lume:

The Making of Warcraft‘s Multiplayer:

When Players Make The Rules: On Memes and the Meta-Game:

10 Questions and Answers for Managers about Praise:

The 5 Perils of Leadership:

Everything You’ll Ever Need To Know About Gamification:

Rebooting Lara: Rhianna Pratchett on Writing for Tomb Raide:

How Can Gameplay Allow Players to Get Creative?:

How to design a game economy:

What Do Investors Look for in a Game Developer?:

Three Ways to Behave Yourself to Better Leadership:

The Traits That Make RG III a Leader:

Supercell’s Secret Sauce:

Suck at Coding, But Make Games Anyway:

Free-to-Play: The Lost Generation:

Leadership Lessons from Yoga: The Benefits of Staying in the Room:

From Torment to Eternity: Chris Avellone on RPGs:

Leadership Lessons from Yoga: The Benefits of Staying in the Room:

Are You Managing Penguins or Polar Bears?:

Seven Habits of Highly Effective Programmers:

True to Design: What I’m Reading

November 12, 2012 Leave a comment

How One Studio Saved Itself From the Downturn:

The Evolution of Puzzle Craft:

EVE Online and the meaning of ‘sandbox’:

Postmortem: 5 lessons learned making Diamond Dash mobile:

Shifting your Leadership as your Company Outgrows the Start-up Phase:

What Would Geralt Do? Witcher 2‘s Approach to Choice and Decision:

An Assassin’s Revolution:

Five Things Leaders Can Learn from Mayor Bloomberg About Crisis Communications:

Postmortem: Humble Hearts’ Dust: An Elysian Tail:

How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style:

The Tightrope Walk: Hitman Absolution, Freedom, and Realism:

5 Big Ideas: What’s Next for Leadership Development?:

6 rules for writing F2P messaging your players will actually read:

The End of the Journey: One Indie Studio’s Tale:

The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule:

Q&A: Tenchu developer talks stealth, now that it’s back in fashion:

Is Game Music All It Can Be?:

Game Developer magazine’s Power 50: Design:

The Walking Dead, Mirror Neurons, and Empathy:

Guest post: How much does the #1 game on the iOS store earn in a day? $199k (I think):

Strategies for Answering Your Customers’ Toughest Questions:

Simplifying Leadership with the 3C Disciplines:

Why Middle Managers Need to “Fire” Themselves as Supervisors:

Postmortem: Sony Bend Studio’s Uncharted: Golden Abyss:

True to Design: What I’m Reading

October 29, 2012 Leave a comment

Funcom’s Vision for the Future of MMOs :

Online behavior: trolls still trolling trolls:

The Next Great Desktop Gaming Platform?

5 Ways to Make Sure You Don’t Fall off the Fast-track:

Leadership and Life Lessons from the Baseball Playoffs:

Save-scumming is Perverse Optimization :

CastleVille: A GDC Online post-mortem:

League of Legends draws more daily players than Zynga’s biggest hits:

The Shifting Continuum: An Arc System Works Interview:

When does effective free-to-play design become an ethical matter?:

GDCOnline: UO Classic Game Postmortem:

Tiny MMOs, Massice Opportunities:

User-generated content: When game players become developers:

MechWarrior Online‘s unconventional crowdfunding pays off:

The Free-To-Play Triangle [Game Economics] :

The Next Twenty Years: What Windows 8’s Closed Distribution Means for Developers :

This is the future of free-to-play:

Interview: What’s next in game narrative, with Emily Short:

CCP Online’s three design pillars for sandbox MMOs:

Walk the Talk: Four Tips to be an Extraordinary Leader:

Age of mobile: Ensemble founder Goodman on his new iOS battles:

Respecting women players without ‘girling it up’:

Emergent gameplay, F2P key for MMO user retention problems:

Bubble Witch Saga monetizes 3 times better on iOS than on Facebook:

The Sound Design of Journey :

GDCOnline: A Theory of Fun, 10 Years Later:

Social players don’t want to read your text — or do they?:

Building better communities: The next challenge for free-to-play:

More variety in free-to-play is on the horizon, predicts Kongregate:

10 Social Game Lessons from 2012:

The Technological Singularity and the Future :

Hitting the Brick Wall near Singularity:

Making everyone feel like a star in a multiplayer game:

Postmortem: Stardock Entertainment and Ironclad Games’ Sins of a Solar Empire: Rebellion:

Making Kratos More Human:

Mobile/Social Games Are Not Safe [TechCrunch}:

The benefits of making your players suffer (and maybe throw up):

Tell Facebook you want synchronous gameplay – you might get it:

Don’t miss out on extra cash from R&D tax credits:

Shaping the Future of Facebook as a Game Platform:

Sponsored Feature: Drawing Basics and Video Game Art: Character Design:

The State of the Vita, 2012 :

Rapid Prototyping: Tips for Running an Effective R&D Process:

Purpose Must be a Priority:

You Don’t Need to Solve for 100%:

Persuasive Games: Words With Friends Forever:

25 Tips for New Managers:

Pokemon‘s Secret Ingredient :

Peter Molyneux: Everything’s Changing:

How to Defuse an Inbox Hand Grenade:

Adding Asynchronicity :

85 percent of US social players don’t come back after first day:

Getting ‘anti-social’ on Facebook with Game of Thrones: Ascent:

From DICE to Danger Close: The Man Who Changed Medal of Honor :

You Have to Speak for the Work:

Fire, Blood, Explosions: Prototype 2‘s Over-the-Top Effects Tech:

Spam Me Not: Shouting above the noise in the game world:

Lessons in Launching Virtual Worlds:

The stressful life of Middle Eastern game developers and reality of their craft:

True to Design: What I’m Reading

October 15, 2012 Leave a comment

Raph Koster  OGDA meeting:

Great Story, Bad Game: Should The Walking Dead Be Nodal?:

How to Use a Leadership Coach:

Inafune’s Onward March to Independence:

Storytelling Without Stories: Writing for Infinite Replayability:

Making a Prototype of the Future: The Development of Immercenary:

Can Film-Inspired Project Financing Work for Games?:

What Replacement Refs Show About Leadership Confidence:

The mixed blessing of ‘Girlfriend Mode’:

Six purposes non-combat pets serve:

How Resident Evil 6 Happens:


Memorial: Composer Ryu Umemoto:

Deep Dungeon: Exploring the Design of Dark Souls:

Seven First Year Mistakes Senior Executives Make:

Closing the Door… on Closure:

10 Tips: Increasing the Effectiveness of Producers:

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