
Advanced Gameplay Programmer at @WBGamesMTL (prev. @GothamKnights). Stylin' & compilin'. he/him
Montreal, Quebec
Joined September 2012
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Hello my friends, I'd love to find you in the other place. Let's see what the vibes are like.
Like music theory, game design analysis is descriptive, not prescriptive. It's useful to dissect why a game works, to help inform your decisions in the future.
"You nearly had me, Raziel. But this is not where, or how, it ends. Fate promises more twists before this drama unfolds completely."
New Soul Reaver statues from @DarkHorseDirect
I have been a Death Stranding fan since day one but I can't stand the fact that the pause menu is tied to character animation. I get that the controls are awkward and clumsy on purpose but the pause menu is a step too far. Let me pause instantly at any time.
This is how MBAs killed the games industry. Everything is analytics. Lagging indicators predicting the future. The realities of day-to-day development are lost. They see games as betting opportunities, not realising that more money in = staff bloat = lower productivity (quality).
I was on Soulja Boy's GameBattles team #SODMG
It's not just Xbox, this is the same story across most of the recent shutdowns and high-profile failures. Publishers need to learn who to trust with their resources, and how to detect this particular pattern as soon as it starts.
This is a failure of leadership. When your creative leadership lacks the competence to direct great gameplay, they'll immediately start pouring resources into presentation (art, audio, animation, cinematics). Publishers should know this is a red flag and stamp it out immediately.
I'm tired of hearing about all the time and money wasted on 5-10 year projects that don't even ship. If your gameplay isn't undeniably good after 1 year, you need to stop before it costs people their jobs. Stop putting tens of millions of dollars into art before you have a game.








