Buzzard, which was created in part by the forward-leaning design squad Babycastles, and recently launched at their gallery in New York, marks its own territory somewhere between a standalone game and a movie tie-in. Inspired by the recent film of the same name by Joel Potrykus, the game is less an a
“One describes a tale best by telling the tale. You see? The way one describes a story, to oneself or to the world, is by telling the story. It is a balancing act and it is a dream. The more accurate the map, the more it resembles the territory. The most accurate map possible would be the territory,
Colossal Cave Adventure (or, Adventure for short) isn’t exactly a familiar title today. Developed during the early 1970s, Adventure was written by programmer Will Crowther while working for Bolt, Beranek and Newman. Crowther was an advent cave explorer, and had vast experience surveying the Kentucky
There is a certain ballet to game design. Perhaps not in the visual sense, but in the dedication—the blood, sweat, and tears it takes to pull off even a simple movement. Like a game designer, a ballerina must work night and day, while knowing every aspect of what goes into the beauty of her art, bot
It’s nice to see how much care recent mobile games, like Monument Valley, Lara Croft GO, and Hitman GO before it, have put into building a distinct art style beyond the boring visual polish seen in the free-to-play market. A new game called Euclidean Lands seems to combine the best from the aforemen