In this video, I discuss what game length means to different people, the value of entertainment, and the quality of experience.
Author: Matt Gilgenbach
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 …
In this video, I discuss the importance of tension and how we try to use it in Neverending Nightmares.
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.
In this video, I talk about how Spec Ops: The Line used horror as well as technology smartly to tell an interesting narrative.
In this dev diary, I talk about my approach to enemy design for horror games.
In this video, I talk about how to create a rumble like effect with the haptic feedback provided by the Steam Controller as well as the strengths and weaknesses of this approach.
In this video I talk about how I decide what a good kickstarter project is and what projects seem like they might be in trouble.
In this developer diary, I talk about the procedural horror game Daylight. I wouldn’t recommend the game, but I talk about the things that needed improving.
In this video, I discuss the future of VR, how fast it will catch on, and how it requires a different style of game to really be successful.