Posts Tagged ‘Design’

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.

Friday Friends Features: Fated

June 19, 2015 Leave a comment


I have featured my old company Frima before but today I wanted to highlight one of their teams who are working on their VR game Fated. I got to see a sneak peak demo at GDC this year and it is already looking seriously cool. I know most of the team and they are seriously talented. I can’t wait to see the finished product but while we wait they have a great developers blog. I personally think it is one of the better developer blogs out there and a lot of people should take note when doing this themselves in the future. So go check it out here.

Best Practices From Leap Motion

June 18, 2015 Leave a comment


With VR being a relatively new field of development. At least on a wide scale compared to other technology it is important to learn from the mistakes of others sooner than later. I highly recommend reading any and all best practices that are out there. Here is a link to Leap Motions Best Practices.

Categories: Virtual Reality Tags: ,

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:


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