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Making games (Page 3)

Telling story through gameplay
Academy

Telling story through gameplay

In a case study looking at Grindstone, Kaitlin Tremblay explains what it means to tell stories in games that look like they may not have a lot of space for narrative
Developing for fandom at every level
Academy

Developing for fandom at every level

Beautiful Glitch creative director Julián Quijano explains how Monster Prom was designed with fan consumption in mind