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Archive for the ‘Developer Rants’ Category

Open source board game box art icons

I’ve discovered a number of oddities during my foray into the world of indie board game development, but few rank quite as high for me as the fact that there exists no standardized, free-to-use set of box art icons. Box art icons? Yes, you know: those little icons that denote…

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Tutorial: Making a Telepath Tactics Campaign, Part 21

<< Continued from Part 20 Creating a campaign that’s challenging, interesting, and fun One of my longtime fans on the Sinister Design forums recently asked me to write a tutorial entry talking not just about how to create a Telepath Tactics campaign, but how to create one that’s challenging, interesting,…

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6 reasons to pay attention to Telepath Tactics

Just yesterday, I finished patching out the last of the major issues in Telepath Tactics. Now seems like a good time to begin a second marketing push! For this reason, I’ve written the following article–aimed at the media, but probably of interest to others as well–explaining why this game is…

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Against the cult of simplicity

If you’ve spent any significant time going through my archive of design-focused articles, you probably know that I am allergic to dogmatic declarations about how to design games. Over the past four years, I’ve responded to calls to remove text from games, calls to remove story and attractive visual art…

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Quantum interpretation and art as a Rorschach test

Back in April, Dutch indie studio Vlambeer was embroiled in a controversy over the use of Nazi-style imagery in its 2D dogfighting game Luftrausers. Rami Ismail (the business half of Vlambeer, and a fellow developer whose company and conversation I quite enjoy) took to the Vlambeer blog to defuse the…

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In defense of John Walker’s copyright article

John Walker of RockPaperShotgun wrote an editorial today that has worked the internet into one of its customary tizzies. As I sometimes do, I feel obliged to weigh in here. I can understand why some people are upset. For one thing, the piece focuses on the tiny minority of artists…

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Telepath Tactics, PAX and the Indie MEGABOOTH

This PAX Prime was my first PAX Prime. It was incredible. We won a Drool Award from Twinfinite.net, one of only 10 they give out at the event; TotalBiscuit stopped by my booth and played a live 1-v-1 match against the AI for 30 minutes; I got to do interviews…

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Why I’m using female lead characters

Back in October, you may recall me writing a bit about the challenges I’ve faced in writing female lead characters. Today, I’d like to talk a bit more about why I have chosen to have female leads–and in the process, hopefully convince some of my fellow developers to follow suit.…

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