Productivity and Feeling “Done”

Done is a strange word. So strange in fact that most development paradigms and frameworks make attempts to nail down their own interpretation of the word to help developers grasp the concept of “done” and turn it into something tangible. A classic example of this would be SMART targets. SMART targets turn qualitative goals and... Continue Reading →

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Thoughts on Flow State

As I read more and more about designing and developing games, the more frequently I come across the term “flow” or ”flow state”, especially when reading about designing game mechanics for players. The goal of this form of design is to immerse the player so deeply in the world of the game that they disconnect... Continue Reading →

When Considering My Next Game

Since the success of TripWire, I've spent my spare development time working on new features and bug fixes ahead of a hopeful eventual release, but that means that I've done very little work on new ideas. Now I know from experience that new ideas can come, but most games end up three-quarters of the finished... Continue Reading →

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