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Thwarting Boring Tactics

Video Games

Concept art for Deathloop

Arkane Studios are one of my favourite developers. Playing through Deathloop has made me realize that I’ve been playing their games the wrong way for years.

I’ll get into the nitty-gritty of this revelation, but first I want to frame it within a general game design principle. It’s not enough for designers to provide players with a myriad of interesting gameplay options (as Arkane games certainly do). Within those options, players may find a strategy that’s boring but reliable and effective. The existence of such a degenerate strategy may lead some players to repeatedly use it even if they ruin the game for themselves.

It is therefore essential that designers make boring tactics impossible or ineffective.

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Accessibility for The Last of Us Part II

Video Games

Naughty Dog developers and accessibility consultants

Earlier this year we wrapped up four years of development and shipped The Last of Us Part II. While most of my work was on systems, combat, and AI, I also co-headed our effort to push the boundaries of accessibility.

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Combat Design & AI in Uncharted 4

Video Games

Matthew Gallant speaking at GDC 2017

Back in 2017, I gave my first talk at GDC about combat design and AI in Uncharted 4. A recording of this talk is now free and publicly available in the GDC Vault.

Authored vs. Systemic:
Finding a Balance for Combat AI in Uncharted 4

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Blocktober 2018

Video Games

Last year, my friend and coworker Michael Barclay boldly declared that “level blockouts are art”. He started the hashtag #Blocktober to celebrate the art form and encourage other developers to share screenshots of their blockmesh levels. The response was enthusiastic, as hundreds of developers gave us a sample of their early-production work. It provided some well-deserved exposure to a vital facet of game development that players normally never get to see.

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Thinking in Systems

Books, Video Games

Book cover of Thinking in Systems: A Primer by Donella Meadows

There is a certain class of books (Understanding Comics, The Design of Everyday Things) that aren’t ostensibly about video games, but have still found their way into the informal game design canon. Having recently read Thinking in Systems: A Primer by Donella Meadows, I believe it also deserves a spot on that list. The book covers a wide range of tools and methods for systems thinking, but I’d like to focus on one technique in particular and how it could apply to game design.

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