Talking to computers, for game writers
by Antony de Fault | Jul 22, 2020 | Features
Most potential video game writers lack the building blocks of interactive storytelling. Let’s change that
by Antony de Fault | Jul 22, 2020 | Features
Most potential video game writers lack the building blocks of interactive storytelling. Let’s change that
by Antony de Fault | Jun 02, 2020 | Features
How Firewatch’s immaculate intro teaches the player to think and behave like a very particular character
by Antony de Fault | Apr 02, 2020 | Features
Tony Jeffree explores the fascinating realm of game design documents
by Antony de Fault | Mar 06, 2020 | Features
What can we learn by breaking down the interactivity of The Witcher 3’s best side quest? Quite a lot, as it turns out
by Antony de Fault | Jan 02, 2020 | Features
It’s considered by some to be the dark art of the bloodsucking corporate climber. Here’s why networking’s the opposite