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Adventure Log

A peek into my creative process.

How Zelda: Breath of the Wild Completely Nails Exploration

One of my favorite games of the past 5 years is undoubtedly The Witcher 3: Wild Hunt. There are so many things that are done well in that game that I really should take the time to write a separate analysis on it. However, what I really want to focus on in this post is exploration.  

The world of Witcher 3 is absolutely massive, and to some, understandably daunting. It's filled to the brim with quests to do, monsters to hunt, bandits to banish, treasures to find, sights to see, and stories to unfold. It's what keeps me wanting to delve deeper into the world (I even recently started reading the books!). I always know that once I mount my trusty steed, Roach, and head in any direction, I am bound to stumble upon something magical. What actually tends to happen through is that I'd just open the map and head to one of the dozens (hundreds?) of "?"s on the map. This is probably my biggest gripe with Witcher - there's just too much to do in the game all at once, and while I was patient enough to do most of them, it did mentally take a toll on me seeing what felt like an infinite amount of objectives to tackle. 

Enter The Legend of Zelda: Breath of the Wild. I have only been playing this game for three days now and I'm already in love with how Nintendo decided to tackle exploration...

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Hello World, It's Me Again

Hello there friends. It's been quite some time since we last spoke. I'm not quite sure where the hell 2016 went, but somehow it's been a whopping 14 months since I released Hecticube on Android on iOS, and about 7 months since its final hurrah when I showed it at PAX East 2016. Since then, most of my days when I leave Snap have been filled with simpler things. As fun as game development is, it's equally a very involved, sometimes draining experience. Mid way through Hecticube's development too, things at work really started to pick up and it gradually became harder for me to actually come home only to sit back down at a computer screen. So, right after a successful PAX East showing, I decided...

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Hecticube Postmortem

Hecticube is a multiplayer pong-like mobile game where you shoot bullets at a ball in order to make it hit your opponent's goal. Instead of scoring points, each time a goal is hit it shrinks until it's completely destroyed. It's the first game I've ever made mostly by myself, and was a very fun and challenging experience. A lot of the project went swimmingly, but like most other projects, some things were just a nightmare...

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INDIECADE EAST 2015

Though landing directly on Valentines Day Weekend, I somehow managed to make some time for IndieCade East this year. I hadn't planned to go originally because I didn't think I'd have the time, but at the last minute, plans were made (literally, I woke up on Saturday and decided I was gonna go) . I think a major influencer for me going was the fact that I had dinner with some cool devs and non-devs the night before. I only knew one of them beforehand (Rami Ismail) but I ended up meeting/re-meeting a handful of other really cool people. One of them worked on a game about an Octopus, another wears many, many hats. I even met (officially) a girl who likes to jam on trains. After hanging out with them and remembering just how fun and friendly the industry can be, I decided that it would be totally worth it to go, even just for a few hours...

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TOUCH CONTROLS

It is currently 6:58am. I can hear my roommate moving about and starting her day. The sun is still rising, casting beautiful light on the city that never sleeps. It’s the perfect place for me, clearly, because I never slept either. I was up working on HectiCube making the necessary changes to it to make it work on phones & tablets - it’s surprising just how much you may have to change depending on the game. I thought it would be really simple, but of course, what works in my mind will probably never work exactly the same in reality.

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