Thoughts on OnLive
June 18th, 2010
Today OnLive officially launched. If you haven't heard of it, OnLive is an ambitious new gaming service with a unique proposition: instead of downloading and running games traditionally on your computer, you run the games on their remote data centers and they stream the audiovisual output to your computer. Regardless of whether or not it works in your area ...
Reporting From E3
June 17th, 2010
As some of you may have heard, I've been hanging out at E3 this week. My week started out a little rocky when I was road-tripping to LA with a friend on Monday and 3 hours into our drive from San Francisco, our car lost oil pressure and blew a rod. My friend was able to coast us into ...
Evolution of the Wolfire Logo
June 16th, 2010
Inspired by Anton Riehl's post in the Wolfire forums, I thought it would be fun to revisit the original design process for the Wolfire logo. We started with this image I designed for the original Wolfire site: We needed a new logo that is more simple and recognizable -- one that uses only two colors and reads well even from ...
Overgrowth Alpha 83
June 15th, 2010
Here is what is new in Overgrowth in the 83rd weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's ...
Dev chat with Jack Monahan: What is the nature of games?
June 12th, 2010
I am trying a new kind of blog post: a casual chat with my friend Jack Monahan. He is a professional level designer, concept artist, and writer of the blog Design Reboot. More info on Jack can be found in this previous dev chat, or in this post showing some of his awesome art. Aubrey: Was I talking to you ...
Intuition in fighting systems: more moves isn't always better
June 10th, 2010
A while ago I did a post called game theory applied to game design. It might be good to take a quick look at that post again if you don't remember it. However, to refresh your memory, my major claims were: Giving the player a dominant strategy is a bad idea because it dooms the player to using one ...