Archive for the ‘design’ Category.

Thanksgiving Metrics Teaser

Here is a quick teaser for the metrics I’m analyzing from the playtest data from both PAX and NYU.  The counts below are the number of times the Spy player picks a given character, out of 601 games across both playtests. I find it interesting that the guy in the obvious plaid jacket gets picked […]

More Cocktail Teasers

A few more teaser shots for the new cocktail stuff.  Soon, drinks will be served by this nice gentleman, rather than teleporting directly into the hands of the partygoers. Of course, eventually you could choose to be the waiter or waitress, and that would certainly make poisoning the Generalissimo’s drink pretty easy, however you might […]

Shaken, Not Stirred

I’m too swamped with PAX prep to do a real detailed post, but I figured I’d tease with this: I’m adding drinks to the party, which while always welcome at real parties, are a real pain in the butt at virtual ones. For starters, holding a drink “cross-cuts” just about every other behavior and animation, […]

Size Doesn’t Matter Day

This is one of a set of articles all published on Tuesday, August 17th, 2010, the inaugural Size Doesn’t Matter Day organized by Jamie Cheng from Klei, where game developers talk about how the length of a game is or isn’t important relative to its other merits.  Links to all the ones I know about […]

Lost in the 4th Dimension…

Most indie game developers I know do “indie game work days”, where one or more people will get together at somebody’s house or a coffee shop to work on their individual games in parallel.  Some people call this “co-working”, I guess. Today, Marc ten Bosch is over at my place, and is working on new […]