Radiator Blog

Video game design and culture notes by Robert Yang

Wednesday, April 27, 2016

Report from the field: A MAZE 2016

›
I was told to look out for things that are stereotypically representative of Berlin -- a poster for a "party against racism", a...
Sunday, April 17, 2016

new game: "Shapes Hit!" for Ludum Dare 35 (theme: "shapeshift")

›
It's April and I still haven't finished and released anything all year, so I thought I'd push something out pretty fast -- it...
Saturday, April 9, 2016

"Why I Am Good At Bad Sex (... in games! IN GAMES!!!)" at A MAZE 2016 in Berlin, April 21 at 10:00 AM

›
My blog posts lately have been mostly talk announcements or transcripts... sorry. I think that's probably the downside of getting notice...
Tuesday, March 29, 2016

"Let's Get Lit: How to Light Your Game Like a Strip Club" @ 6 PM, April 30 at IndieCade East 2016, New York City

›
I'll be speaking at IndieCade East this year about video game lighting -- but to spice it up, I'm also going to talk about hunky...
Thursday, March 24, 2016

"The game industry needs to get laid and just chill already" @ GDC 2016

›
This is a lightly edited transcript of the 5 minute microtalk I delivered as part of a panel at GDC 2016 . Thanks to Bennett Foddy and Ri...
Monday, March 14, 2016

GDC Microtalks 2016: "Everybody Loves to Play", March 17 at 4 PM in Room 135, North Hall

›
It's GDC season again. I'm going to be delivering a 5 minute microtalk on Thursday as part of MC Richard Lemarchand's impressi...
Tuesday, March 8, 2016

A history (and the triumph) of the environment artist: on The Witness and Firewatch

›
This post vaguely spoils random bits of Firewatch and The Witness. I wouldn't worry about it. Only a few years ago, hiking games (f...
Tuesday, March 1, 2016

Identity, camerawork, and time in games; on "Into" by Audrey Moon

›
This post spoils Into , which is about 5-10 minutes to play. You should probably play it first, if you care about spoilers and such. I...
‹
›
Home
View web version
Powered by Blogger.