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Successfully Differentiating Characters in Multi-POV Novels: 3 Simple Tips
You can help differentiate between POV characters by referring to the same characters by different names. To take a basic example...
How to Differentiate Characters in Multi-POV Novels: 3 Essential Tips
If you're anything like me, the novels you enjoy reading and writing probably have multiple point of view characters. Sometimes they're...
It Only Takes One - Interactive Proof of Concept
Trigger warning: This article mentions harassment and sexual assault; the videos on this page may be triggering for those who have...
Why Did They Stop Playing?
A few years back, an article did the rounds saying that only 10-20% of video games bought actually get finished. Whether this stat is...
Blot: A Perfectly Normal Puzzle Game - Dev Diary #1
A little earlier this year, I embarked on a new adventure developing a side-scrolling puzzle game titled Blot: A Perfectly Normal Puzzle...
The Last Sprite - Holistic Design
Daniel Clark of IGN describes holistic design as "harmony between mechanics and aesthetics." This is something that's been important to...
The Last Sprite - Documentation
In game design, creation of clear design documentation is incredibly important, even when working as a solo developer. Throughout...
The Last Sprite - Machine Design
The Last Sprite's core gameplay loop sees the player explore to find machines. They need to platform to reach each machine, slam a button...
The Last Sprite - Moveset Design
From the outset, one of The Last Sprite's design pillars was 'rolling player character'. My desire to include this came from experience...
The Last Sprite - Level Design
By the time I began designing The Last Sprite's world and platforming areas, I'd already spent weeks working on player movement...
The Last Sprite - Technical Design
As the sole developer working on The Last Sprite, I was responsible for all Blueprint visual scripting. I’ve picked out a few pieces to...
Radiance - Narrative Design
Radiance tells the story of Clarus, a human test subject tasked with reactivating the emergency systems aboard a research vessel under...
Radiance - Technical Design
I worked as a hands-on designer during Radiance's development, implementing gameplay within Radiance's single level utilising...
Radiance - Documentation
As we were working with a multi-disciplinary team that included artists and coders, it was essential that our game bible and...
Radiance - Time Loop Design
At the outset of Module 4, we had in mind that we’d create a level that began players in a test chamber aboard the Erudition (the...
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