The 90 Minute Rule
How ultradian rhythm can maximize productivity and sweeten life
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In this article we talk about our 90 minute rule, how we came up with it, and
the way it helped us max out our productivity.
Coming soon...
Game Dev: Iterative versus emergent
A tale of two ways to make a whole game and why it matters.
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In this article we talk about two approaches to game design. Yes there're more than
that but we narrow our scope to compare and contrast these two common approaches to
game dev.
Coming soon...
The case for design documents
And why it matters
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Design documents may have been considered a thing of the past, but we would like to make
a case for why it still matters and what are some of the pitfalls to watch for in
order to make the most of this time-honored tradition in software development for
games, apps, and maybe even films.
Coming soon...
The creative law of 4
Based on a study on choice, the key to effective direction decision making
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There was a study on choice and how the number 4 was statistically the magic number. But
did you know it extends to creative decision making as well? In this article we talk
about how the number 4 can help you make better decisions and why it matters.
Coming soon...
Ludes Law
the 555 rule of great gaming
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Our buddy Ludes, Jeremy Luyties came up with an idea, that we later dubbed Ludes Law,
and is has become a compelling argument for why games succeed or fail. In this article
we argue why this principle is worth being concerned about and why it may bring a lot
of encourage for those who struggle to accomplish great things over the long haul. It
pays to take a broader view on life.
Coming soon...
The Most important thing
Secrets to a great art, game design, and perhaps life.
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In the movie City Slickers, Curly, played by Jack Palance, tells Mitch, played by Billy
Crystal, the secret to life is one thing. But what it's it's true? In this article
we talk about how this has played a pillar role in lighting art, game design, and
actually any other aspect of life. Priorities matter.
Coming soon...
What about lighting?
Secrets from a long time AAA, tricks of the trade that help us get paid
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Professor Xu, a great man from International Fine Arts College who taught computer
graphics once posed this this epic question: what about lighting? Does it matter? Do we
care? Is it important? Hells to the yes, and here's why.
Coming soon...
The Case for palettes
Why limits are our friend.
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In this article we talk about the importance of color, texture, and shape palettes.
Rules matter in art and design, they define character and ultimately in this restriction
there's actual freedom.
Coming soon...
What makes a great game studio?
Longtime lessons from working at rival studios and why it may help improve the current
climate
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By no means is this a complete list, but many lessons were learned over more than a
decade. With careful thought and consideration, here are some long learned lessons
on what makes a great game studio. But no means is it a complete list and we'll
probably revise this over time.
Coming soon...
The Case against Crunch
Is it necessary?
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Crunch is a controversial topic in the game industry. Some say it's necessary, others
say it's not. In this article we point at an elephant in the room, laugh,
shame it, and then discuss when, why, or even if it's necessary.
Coming soon...
The 80/20 Principle
Secrets of getting things done, the Pareto principle, and how it helps you stay focused
on what matters
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According to economist __ there was an observation how 80% of the land in Italy was
owned by 20% of the people. This observation was later applied to other areas of life
and became known as the Pareto principle. In this article we talk about its importance
and ways it can help with game design and pretty much anything else you can think of.
Coming soon...
Rocks, pebbles, sand, and water
How to manage and prioritize time
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In this article we discuss an epic example by a minister who demoed the power of
prioritization, so long as one understands the big, medium, and small things in life
and when to fit them in.
Coming soon...
Dunbar's Number in games
Why this may be one of the most important factor in a successful game studio
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Dunbar's number is a theory that states the number of people you can maintain a
relationship with is limited to 150. In this article we talk about how this may be
one of the most important factors in a successful game studio and why it matters.
Coming soon...
This Magic Moment
The day we witnessed a life-altering, game phenomena happen and it started with
a happy accident
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In 2007, we witnessed an event that changed our life, the birth of a rock star game,
and the way it infected a whole dev studio. But there's more to the story and a
plethora of lessons to learn from it.
Coming soon...
The Making of Task Tracker Pro
A behind-the-scenes look at how we made Task Track Pro
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The app that helped us make this site and everything in it since 2020
If it's a full blown article with behind-the-scenes, we should consider making
it a project page.
Coming soon...
The Making of Gabereel.com
A behind-the-scenes look at how we made this site and why
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It started as our first test for emergent design and a resume site but has
since blown into an online game museum.
If it's a full blown article with behind-the-scenes, we should consider making
it a project page.
Coming soon...
So you want to go indie...
An honest piece of advice from someone who's been doing it for 5 years coming
from AAA without a hit.
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We weren't sure how the journey was going to go, year to year it went, and in the
end it was totally worth it. Here's the best advice we have for anyone who wants
to go indie.
Coming soon...
Golden Ratio in Game Progression.
The case for how this infamous proportion found in nature, art, and science, hardcoded
into most coding languages, Phi, 1.618, might also be the sweet spot for game
progression.
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Other games use 1.5 exponents, others use 2.0, but we argue that the golden ratio
might be the sweetest spot of them all. And even if not, it's fun to try from the
price of items and bonus points to the speed upgrade and inventory capacity of your
characters.
Coming soon...
Work That Matters
Live life, form an opinion, and say it in your work, that's the secret to great content.
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In this article we talk about the importance of forming an opinion and saying it in
your work. It's the secret to great content and why it matters.
Coming soon...