Month: June 2014

145 – DreadOut

The Indonesian horror game DreadOut (act 1) came out recently, so I recorded a video talking about what worked and what didn’t.

144 – Among The Sleep

In this video, I give my thoughts on the recently released horror game, Among the Sleep.

143 – Presence

In this diary I talk about what developers can do to create a feeling of presence – that you are in the game – beyond just VR. I also talk about how much I’d love Neverending Nightmares to have smell-o-vision

142 – Ethics Of Kickstarter

In response to Steve Swink’s excellent GDC talk on the ethics of running a kickstarter I give my own thoughts on the ethics.

141 – Kinect

In this dev diary, I talk about the Xbox One’s Kinect, its potential, and why it might make sense to make it optional.

140 – Game Length, Quality, and Value

In this video, I discuss what game length means to different people, the value of entertainment, and the quality of experience.

139 – Octodad and Horror Design

I enjoyed Octodad, but while playing it, I realized that Octodad has similar problems to horror games in terms of potentially frustrating gameplay in order to create other emotions (humor or horror). If you didn’t think it was possible to

138 – Tension

In this video, I discuss the importance of tension and how we try to use it in Neverending Nightmares.

137 – Unreal Tourney & Community

In this diary, I talk about how smart it is for Epic Games to leverage the community in creating the next Unreal game, and how community has helped make Neverending Nightmares possible.

136 – Spec Ops: The Line

In this video, I talk about how Spec Ops: The Line used horror as well as technology smartly to tell an interesting narrative.