The 13 Basic Principals of Game Design

I did not come up with these myself, you have Matt Allmer of EA to thank for that. Reading them over they make sense when you read them, but it is easy to see how they can get lost in the shuffle. From a game critiquing standpoint you can articulate why something seems off or … Continue reading The 13 Basic Principals of Game Design

Dark Glamour at The Museum at FIT

Gothic: of or relating to a style of fiction characterized by the use of desolate or remote settings and macabre, mysterious, or violent incidents Glamour: an exciting and often illusory and romantic attractiveness; especially: alluring or fascinating attraction —often used attributively No other two words could come close to describing FIT’s current show. February is … Continue reading Dark Glamour at The Museum at FIT