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Looking for Canada in Games

Montreal, Video Games

SWERY at the Owl's Nest bar in Osaka

“Originally, Deadly Premonition was supposed to take place in Canada. However, when I brought the idea to game producers, they told me the story should take place in America, as it is the country that generates the most sales.” – Hidetaka Suehiro (aka SWERY)

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Clash Royale’s Economical Design

Video Games

Clash Royale

Clash Royale has been my go-to phone game lately. I didn’t pay it much attention when it launched early last year; I just assumed it was Supercell’s latest entry in the “shouting man icon” mobile game genre. But it kept popping it when I was searching for new deckbuilding games to play, so I decided to give it a shot.

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Montreal International Game Summit 2016

Montreal, Video Games

Uncharted 4 AI Debug

On November 15th, I’ll be speaking about combat design and AI in Uncharted 4 at the Montreal International Game Summit. My talk explores how we navigated the extremes of combat design philosophy (tightly authored vs fully systems-driven) throughout Uncharted 4‘s development, and how we found our best results with a hybrid approach.

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A Taxonomy of Randomness in Hearthstone

Video Games

Hearthstone: Whispers of the Old Gods

“RNG gets your emotions really high and really low. It makes you really feel. Sometimes when I play a game I’m just going through the motions and I’m not getting those highs and lows, but in Hearthstone I get them all the time. It makes me want to come back and play more.”

Mike Donais, Hearthstone senior designer

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The Mystic Western Game Jam

Programming, Video Games

El Viaje Misterioso

Austin’s independent games collective Juegos Rancheros hosted another game jam this summer, and this year the theme was “mystic western”.

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