Author: Matt Gilgenbach

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.

135 – Horror Enemy Design

In this dev diary, I talk about my approach to enemy design for horror games.

134 – Haptics and Rumble

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.

133 – Kickstarter Signs Of Success

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.

132 – Daylight

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.

131 – VR

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.