Category Archives: Games and Game Development

Thoughts on games and game development

Lisa’s Favorite Games of 2014

2014 feels like it’s actually been 5 years crammed into one. So much has happened! I was skimming over a list of game releases for this year and kept thinking “wait, wait that only came out THIS YEAR??”

Anyway, once again my usual caveat: these aren’t necessarily games I think were THE best games of the year, just ones that happened to consume me personally in a special way. And on that note, this is games that I played for the first time this year. On we go…

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LD31 Post Mortem – One Does Not Simply Walk into More Doors

2014 has been the year of many game jams (for me, relatively), and one consistent trend has been that each jam gets more and more chill than the last. LD31 is probably the most low-key, easy-going jam I’ve done to date. All the same, I’m quite pleased with our game, One Does Not Simply Walk Into More Doors.

LD31screenshot2

Looking back on why this jam felt so relaxed,  I think most of it came down to experience and attitude and how that shaped our process. Also, figuring out a jam workflow between two designers who have different game-making tool preferences ended up being really efficient…

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Streaming as the Cure for Post-Creation Depression

sunset-overdrive-e3-propain-launcherSunset Overdrive is out in the wilds! And I feel…surprisingly good! I have talked before how I easily fall victim to post-creation depression. It’s always happened to me – in art, in the theater, in games – there’s this moment when the creation goes out into the world and leaves a big ole void in your heart. Generally I get very depressed, but this time feels different.

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Non-Game Design Books that Game Designers Should Read

After some twitter musings the other night, I got several requests for my list of “books that aren’t about game design that I think game designers should read.” Now, don’t get me wrong, there are many wonderful texts on game design and game development in general with all sorts of useful information. However, I am fond of supplementing these reads with books from unrelated fields that still have something to teach about game design. I think it is because you have to forge your own connections when you read them, and when you do your own digging and have the insights yourself without them being presented to you, I find it tends to make the insights a little stickier. Basically it makes for good learnin’, so here we go!

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