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Things Learned at GDC - Part 4

Friday, April 13, 2018
Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault. This post contains: 7. Art Direction for AAA UI. Next post will contain: 8.  Be the best producer for your team 7. 'Art Direction for AAA UI' - Omer Younas UI is all about...

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Things Learned at GDC - Part 3

Wednesday, April 04, 2018
Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault. This post contains: 6. From Empires to Ages: Lessons learned in 14 years at BioWare. Next post will contain: 7. Art Direction for AAA UI. 6. 'Empires to Ages: Storytelling lessons learned in 14...

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Reflection

Tuesday, April 03, 2018
A little break from GDC posts, I don't want this to turn into a solely-game-dev-oriented blog! I don't blog as much as I used to, at some point this was a conscious choice, just like I decided to stop making Memory Jars (We've got 2014 to 2017 lined up now, strangely enough they're four jars. I'm good at math, trust me.). However, I...

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Things Learned at GDC - Part 2

Tuesday, April 03, 2018
Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault. This post contains: 4. Bridging the gap between UX Principles and Game Design. 5. Character Development in Non-Linear Spaces. Next post will contain: 6. From Empires to Ages: Lessons learned in 14 years at...

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Things Learned At GDC - Part 1

Monday, April 02, 2018
Main take-aways from talks I've been to at GDC 2018, at the end of all notes I will put up a list of talks I recommend watching on GDCVault. This post contains: 1. Good Game Design is like a Magic Trick. 2. Immersing a Creative World into Useable UI. 3. Leadership at the heart of your team. Next post will contain: 4. Bridging...

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