After building a couple VRChat worlds this past year, I thought it might be fun to take a stab at building a map for my favorite VR game: Onward. The challenge for me was that instead of a simple immersive experience, I’d also need to develop level design to create interesting gameplay through the use of space.
Read moreI’ve had a mild fear of flying most of my life. To help deal with my anxiety on flights, I’ve used cognitive behavioral therapy to rationalize my thoughts and performed various breathing techniques to help relax my body during flight.
Read moreI’ve been excited by VR since the 1990s, but my real VR journey didn’t begin until I got the Oculus Rift in 2016. I was unbelievably amped about what would be possible with immersive gaming.
My initial experiences with the Rift were interesting, but ultimately disappointing. I didn’t get much sense of immersion using an Xbox controller for my inputs. I put down the headset after a few weeks.
Read moreI am closing in on 100 hours of playtime with Onward. Even though I’ve never really been a fan of tactical shooters before, I absolutely adore this game. Once you get accustomed to the controls, the sense of immersion is unparalleled. Many times when playing, I have taken note of how seriously I treat the gameplay, as if it was a genuine experience.
Read moreA fundamental part of your work as a designer is to present ideas as clearly as possible so others can provide informed and useful feedback. In order to communicate effectively, you need to consider how your ideas are received. Taking the time to thoughtfully deliver information will speed up your process and help you accomplish your goals faster.
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As a long time fan of Zelda games, I was excited to dive into Breath of the Wild. It is both the largest game in the series as well as the one that most successfully provides a sense of adventure. It has ushered in a new era of gameplay mechanics focused on making every moment of play engaging and meaningful.
I’ve been a huge Mass Effect fan since Mass Effect 1. I’ve played through all of the games of the Shepard trilogy many times. Since I care so much about the series, I knew I would have high expectations for Andromeda. After about 20 hours now of gameplay, I wanted to write down my thoughts thus-far.
I dream of the day where I design an interface using systematic logic and never again have to push individual objects around different sized artboards. The day I dream of gets nearer and 2016 was an incredible year for adaptive design.
I thought I’d take some time to sample a few popular design tools to compare where they are at with their adaptive layout features.
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Earlier this year I released Framer Snippets Library. It’s a collection of snippets I’ve been building to help speed up my workflow in Framer. You can read more about the snippets here and download them here.
I pushed some updates to the library this week and decided to make a little video showing how I use the snippets, since it’s not exactly how one might traditionally think about using snippets.
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