SpaceLab Transmission Begin: Welcome back! This is part two of my analysis of X-COM. If you want to hear what I thought about the game itself, check out the first installment. This is going to look into where the series went, and maybe where it’s going.
Posts By: Neil
Character Design is a big deal for game developers, and effective character design can make or break your game. No major aesthetic element for Touch of Death was more complicated for us than the design of our main character. When we say “Design” we don’t simply mean “what they look like,” but the deeper things… Read more »
SpaceLab Transmission Begin: Hey guys, sorry for the delay and the sudden change in format. As my first Spacelab entry I’ve been trying to figure this whole process out, and the nightly thunderstorms and haven’t been playing nice with my power or recording. So I decided to stop beating around the bush and put out… Read more »
Water, Water, Everywhere… Hey gang, I suffered some flooding and a power outage last night which has unfortunately made it too hard to get the video analysis out on time today. Normally I’d have these done early and prepped to go when the date hits, but since this is my first game analysis it’s taken… Read more »
Hey guys, and welcome to the first Developer Diary from Lunar Giant Studios. I’m Neil, the guy responsible for the art of Delve Deeper, as well as being one of the three designers that cooked up the concepts. As a developer, people are always interested in what you make, and how you make it, and… Read more »