
Some more Vim for you, fresh from the fetid jungles of the imagination! (Read Part One here. ) Stave spoke to me. I thought I was dreaming at first, in the clearing where we had fled after giving up the cavern to th...
Some more Vim for you, fresh from the fetid jungles of the imagination! (Read Part One here. ) Stave spoke to me. I thought I was dreaming at first, in the clearing where we had fled after giving up the cavern to th...
Paint.net sure has come a long way. Also, since I was already late to the AI party, I thought I'd give those Balenciaga memes a shot, too. It's kind of astounding how many styles t...
I saw a ghost once. It was begging for change at the bus stop. I told it to get a job. A decade and a half later, it turned down my application for a second mortgage. Then, it flung ectoplasm everywhere and drove off in a Ferrari...
( Read Part Two here. ) I don't normally post first drafts of personal writing, but I submitted an in-progress short story for last week's Operation Garbage Fountain, and, as per my agreement with fellow garbage-fountainie...
For only 5 of your human minutes, you can experience the glorious pulp horror comedy splendor that is Interview with an Ichthyologist Itch.io! (Did I mention that you can get a pet fish-puppy to smite your enemies?) Ask not for w...
Do you have a Garbage Fountain Accountability Buddy (TM) ? I'm currently using Twine to make a game that was originally created as a deliberately terrible idea to stress test our marketing formulas while working on Steam discover...
Is what you are doing right now less emotionally fulfilling than moving large bags of rat feces? A useful metric for judging your current course of action. It's easy to get lost in the hustle and bustle of particularly ch...
Temple Run: Legends was a really interesting challenge in general, but the trickiest part was definitely the limited time events that the design team wanted to do as post-launch content. The "main game" is a linear string of hundreds o...
Our premise is simple: Don't try to use story to contradict everything else that the player sees and does. It's actually a shockingly easy thing to fall into: players see the visuals and mechanics of the game and come away with a c...
A quick and simple rundown of the power of "player fantasy" in narrative design - OR - Narrative happens everywhere all the time on every single screen. This is a super simple narrative design trick that I've used on basically ev...