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Showing posts from February, 2025

Narrative Design VS. Sequence Breaking: limited time events in Temple Run Legends

Temple Run: Legends was a really interesting challenge in general, but the trickiest part was definitely the limited time events that the design team wanted to do as post-launch content.

Game writing can't "fix it in post."

Our premise is simple: Don't try to use story to contradict everything else that the player sees and does.

What is "player fantasy" and how can I harness its power for myself?

A quick and simple rundown of the power of "player fantasy" in narrative design

James's guide for searing tuna steaks for maximum deliciousness and increased virility (and also slight mercury poisoning, but let's focus on the positive.)

I recently rediscovered this in the depths of my Google drive! Years ago, I printed this out and gave it as a Christmas present to my boss at the company that I was working at the time, who had complained about not knowing what to do with the tuna steaks a family member had recently given him.

Describing your game 101: writing store copy that tells people what they actually care about

Are you human being who sometimes must describe things to other people to convince them to give you money to feed your children and/or dangerous addiction to high-end Lego castles ?

Can I turn 90-year-old public domain banjo recordings into haunting ambient space music for fun and/or the torment of my enemies?

Did you know that if you take 90-year-old public domain banjo music and then chop it up and slow it down 1000% and loop it over itself a bunch of times and add a bunch of distortion filters, it becomes melancholy ambient space music?