My Dos and don'ts of Free-to-play game development article turned out to be pretty popular. It sparked some great conversations with fellow game designers about their own experiences.

Based on those conversations I came up with a few additional tips for Free-to-play games.

...continue reading More tips on Free-to-play!


In this article I'm going to tell you a little bit about some changes in ToT's level design! The new levels are pretty unique and exciting and I'm looking forward to telling you all about them. Read on!

...continue reading Bridges and brigands


If you follow this blog at all, chances are you either make games or are interested in making games. If that is the case you have probably spent some time thinking about free-to-play or "freemiun games".

Love it or hate it, free-to-play is here to stay. I've worked on dozens of these free-to-play titles and I wanted to share my free-to-play do's and don'ts with you. Read on!

...continue reading Dos and don’ts of Free-to-play



This is but the first in a new type of post I will be making on our Dev-Blog. I'll talk about particular games and what makes them interesting from a game design perspective. I wanted to start with my all time favorite game Final Fantasy VI. It all starts below the break.

...continue reading A Dissection of Final Fantasy VI


Some of you may remember that a few months back we began revising the UI for the battles in Tyrant of Terror. We took it from something that was just thrown together to something laid out pretty intelligently. I finally got around to giving the UI the attention it needed to be really awesome. Read on to see some sweet interface action.

...continue reading ToT’s UI is nearly finished!



So we are nearing the end of another generation of consoles. This is a good time to look back on the games that have been released over the last few years. I came up with a list of 26 games released after 2006 that had interesting game design lessons or innovations, I want to talk a little bit about each one. Way more after the break

...continue reading 26 games of the 7th console generation that changed the way I think.


The Story is not the whole story! I'm serious.

One of the first things you learn in game design is that every game has a narrative. Pacman is about some weird hungry creature and his survival in a haunted world. Tic-tac-toe is a battle between two powers, and the narritive for hangman is in the name.

People perceive things in situations and stories. When they describe their experience with your game they'll tell a story of what happened when they were playing last night. Telling and hearing stories is something we are wired for.

In games story is almost perceived as a separate part of the game. A game often has story segments where players just watch. People enjoy the game-play but don't like or want the story. I want to talk about the story that happens outside of the obvious cut-scenes.

...continue reading Story isn’t the whole story!


An act of selecting or making a decision when faced with two or more possibilities.

In a sense everything you do in a game is a choice. It's my choice to sit down and play the game, and it's my choice to press up. But the more interesting choices are the ones made during game-play that have impact on future game-play or narrative.

Choice can be used in a game's story to really make it a player's own. My play thru of Mass Effect trilogy is surely different than yours (at least up until the botched ending.) Choice can be used to get the player thinking instead of just going along for a roller coaster ride. Choice is really important!

...continue reading Taking a Look at Choice in Games


So Tyrant of Terror is currently undergoing some major changes. I've locked myself up in my office and am furiously refining the game. I thought it would be interesting to talk about some of the planned changes from a game design perspective.

...continue reading Big ToT Upgrades.