Published
Catching ludonarrative dissonance at design time, not after the vertical slice
The gap between what a game says and what it lets you do is a structural problem, which means it can be caught structurally — before anything is built.
Problems we had to solve to build this, written up as they were solved. Each one is a thing you can apply without our tool.
Published
The gap between what a game says and what it lets you do is a structural problem, which means it can be caught structurally — before anything is built.
Published
Two classes of dialogue-tree bug are decidable by machine, one is not, and knowing which is which tells you where to spend your attention.
Published
Almost every localisation misalignment comes from IDs that are derived from something that changes. The fix is unglamorous and has to be decided before the first string table ships.
Published
Narrative assets have real dependencies. Once you write them down, a change stops meaning "regenerate everything" and starts meaning "regenerate these four things".