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Tag Archives: automated game design

Week 311

The big thing this week was the start of a new sprint on Free Birds. Niels and Tim joined us again for copy and art respectively, while Alper donned his developer hat, and I switched between my producer, agile coach, and designer roles. There’s a lot to do, as usual, but we’ve made good progress. […]

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Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems

“No Man’s Sky is so big, the developers built space probes to explore it for them.” That’s from a Polygon report on what is probably the most hyped videogame of the moment. The main thing that seems to fascinate people about No Man’s Sky is its extensive use of procedural content generation (PCG). Put simply, […]

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Week 308

Lots of work on KOKORO this week. We finished the first prototype and playtested it with a bunch of teenagers. Received plenty of helpful feedback. We need to do a proper evaluation but my first impression is that our decision to structure the product around a conversational UI has been validated. For the remaining projects […]

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Week 307

Last week Kars was on something of a road show traveling the length of the Netherlands for projects old and new. At the same time I was in the studio working with technology. Kars went to Tilburg to pitch successfully for further funding on SHIJIMI. Now that that cycle is closed we can move forward […]

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Week 301

Last week I processed the last of the media attention for Bycatch. We now have a fairly handsome list of praise in various languages at the top of the page (check it out!) with Kotaku, Killscreen, Deutschlandradio Kultur, WIRED, NOS and Bright. We might add one or two more to that but with that it’s […]

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Week 218

Last week Kars and I went on a trip to London which was chock-full of things to do and people to meet. What had started out as a visit to Playful quickly snowballed out of control. Take a seat, these weeknotes are a bit longer than usual. We put some finishing touches on our work […]

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