
The Legend of Zelda: The Oracle of Seasons and Expanding Corridors (Part 2)
Diving deeper into how The Legend of Zelda: Oracle of Seasons masterfully guides the player while also allowing them to explore with thoughtful world design.
Diving deeper into how The Legend of Zelda: Oracle of Seasons masterfully guides the player while also allowing them to explore with thoughtful world design.
Examining how The Legend of Zelda: Oracle of Seasons balances both player exploration and confinement in its world design.
Want to incorporate color, but not sure where to start? This entry in the Development Workflow series goes over all the considerations for going beyond the 4 color palette of the original Game Boy.
Through all the years Nintendo was officially licensing games for the Game Boy, there were a multitude of fantastic releases that would forever be fondly remembered by young and old alike. But for every Tetris, Super Mario Land and Pokemon Red, Yellow or Blue, there were umpteen more titles that would find themselves falling through the…
Create a snazzy “reward” scene to engage the player and push your pixel art capabilities!
Exploring Wendy: Every Witch Way, and how it’s enemy design is informed by and complements its game mechanics and aesthetic.
Examining further how the Original Game Boy and it’s unique display impact readibility.
Learn how readability affects the player experience in the latest installment in the Development Workflow Series.
In order to know what works, you sometimes need to examine what doesn’t work. In this new series, we’ll evaluate and refine “bad” games in an attempt to improve them starting with the art of Shrek: Fairy Tale Freakdown.