Author: Andrew Chepega
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Levels in Disguise

There are no spoilers for Shadow of the Erdtree in this article. So… ELDEN RING: Shadow of the Erdtree is finally out, bringing with it a truly titanic wave of game design discourse. For two weeks, it has been crashing down upon every social media platform that I inhabit – which is unfortunate, given that…
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Anti-User Interface

Building a user interface designed to kill my users.
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May Mileage May Vary

May is the prelude to everything else in my year.
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I Like Big Lasers

And someone will fry.
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My Life as an Upjumped Cursor

Hello! Welcome to the blog! Today, I come before you with a confession: real-time strategy games have been living, rent-free, in my brain for the last 10 years. Now, there are plenty of good reasons to be thinking about real-time-strategy; it’s a famously obsession-worthy genre! That’s not really what I’m here to talk about, though.…
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The Juggling Act

Sometimes, you really only find the spirit of your game through actually building it. In Doorways 9’s case, building out levels has made me realize that I’m not really working on a puzzle game, in the sense I thought I was when I started. I’m making a spite simulator.
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Card Souls: An Essay on Mechanical Flavor

This is not the Dark Souls of card games. But it feels like it.
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Tasks & Temptations

I really gotta stop trying to put dates on things.
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Welcome Back, Gamedevs

I see you there. All of you. Hello.
