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Laralyn McWilliams
Laralyn
There's a lot I can say about having a career as a game designer for 25+ years. But one thing I can say is: During that span and including work
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How to give feedback is an often neglected topic in running teams. In fact, it's usually not covered unless there's someone outrageously bad at it.And all too often, it's not
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Bad but way too common critique style for a creative leader: "I can't give you clear direction but I'll know it when I see it."Don't be that person. Learn to
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True community is hard to achieve and even harder to maintain. So much of it is based on the chemistry between groups of members and their goals, and even on
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Playing New Vegas makes me think about balancing the experience versus player expectation in single-player RPGs, especially when they’re classless, meaning you can morph your character into whatever you want
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Writing for games is specialized and linked to gameplay style, genre and technology. I’m playing an FPS (will remain nameless) where some of the walking around dialogue is eye roll
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Do you rate the gameplay elements of your game? If you don't, you should!By gameplay elements, I mean things like:RelationshipsHarvestingHome DecoratingIsland DesignRandom EncountersFishingVisiting IslandsThose are some of the gameplay
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There’s a perception that you have a binary choice: make games for a living as your full-time paid job, or leave the industry. That’s bullshit. There is a huge spectrum
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