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Hey everyone! Hope everyone's doing okay - I've had a good November, due to the million subscriber milestone and the new consoles. But, still stuck inside so hopefully these articles and videos will keep you occupied. Speak soon.

Designer Notes

[Watch | CC | 21 mins] How Alien Isolation Survived its Difficult Development - Noclip talks to Creative Assembly about the choices that lead to Alien Isolation, including the bold move to first person.

[Read] Designing Choices in Visual Novels - The developers of visual novel Arcade Spirits talk about some lessons learned from offering players dialogue choices.

Critical Hit

[Read] PS5's Activities System Makes Playing Open World Games Brutally Efficient - An SSD and bookmarked quests changes the way we'll interact with games.

[Read] Watch Dogs: Legion Is Completely Detached from Reality - WD:L felt like Ubisoft's first "political" game. It's not, really.

[Watch | CC | 12 mins] More Demos, Fewer Conferences - Why watch fake trailers of games when you can just play em?

Culture Club

[Read] Where’s My Review Key? - A PR person explains the complex and mercenary world of handing out free games to people.

[Watch | 6 mins] Why Button Mashing Works (Sometimes) - Fighting game channel Core-A Gaming explains why its okay to pound your fightstick like its been a bad widdle boy.

[Read] Horse fans mod The Sims 3, RDR2 into the horse games they crave - Sure, why not.

[Read] No Man’s Sky players have built entire rave planets - Sure, why not.

Code Monkeys

[Read] Open-Source 2D Level Editor From The Creator of Dead Cells - Might be handy to anyone making a platformer or roguelike.

[Read] Generating an organic grid - A break down of the complex maths behind the grid-less grid-based game, Townscaper.

[Read] The Secrets of Monkey Island’s Source Code - A game preservation group has got the original code for Monkey Island. Here's what they learned.

[Watch | 12 mins] The System Behind Hades' Astounding Dialogue - People Make Games talks to Supergiant about building procedural dialogue for a roguelike.

[Watch | CC | 16 mins] How Spreadsheets Power the Civilian AI of Watch Dogs 2 - Meanwhile, AI and Games is looking at the striking complexity of Watch Dog's San Fran citizens.

History Corner

[Watch | 1 hour] Overblood 2 | Back from the Dead - Charlie goes deep into this cult PS1 classic, which was way too ambitious for its own good.

[Read] The Internet Archive's new Flash library is a nostalgic goldmine - Line Rider! Meat Boy! Helicopter Game! Badger badger badger! What a great project.

Indie Nation

[Watch | CC | 26 mins] How The Stanley Parable Was Made and Broke Up The Dev Team - A great breakdown. Check out the channel for more indie dev stories.

[Read] After 7 Years in Development Hell, No Fairytale Ending for 'Ray's the Dead' - VICE follows the long journey of one under-appreciated game.

Scenes, Sound, Story

[Watch | CC | 9 mins] The Atmosphere of Metroid: Zero Mission - Dan Root celebrated Halloween by looking at the spooky Metroid remake. There's also one on Prime 2.

[Watch | 20 mins] Austin Wintory's Themes are Simple, but Sophisticated - 8-Bit Music Theory breaks down the motifs of the storied game composer who did tunes for Journey, Abzu, and more.

[Watch | CC | 18 mins] Designing The Witcher 3's Most Famous Quest - Lessons from the Screenplay has a new video game channel. There's also a video on Outer Wilds.

[Read] Is Madeline Canonically Trans? - Celeste dev Maddy Thorson explains how Madeline's identity developed over time.

Beyond Bytes

[Watch | CC | 36 mins] The Tragedy of Droids in Star Wars - Pop Culture Detective looks at the slave symbolism of droids.

[Watch | 26 mins] Slow Mo Sound is FAKE... mostly - Find out how the Slo Mo Guys make those super slow sound effects for their videos, because they ain't real.

[Watch | 42 mins] What's the Point of R-Rated Superheroes? - Patrick H Willems wants to know why all these superheroes need to be cutting dudes' heads off.

Files

Comments

Anonymous

Thanks for the list!

Fabian

"Townscaper's developer breaks down the complex maths behind a grid-less grid-based game" - that's not Townscaper's developer.