Snail Trek

I have released a series of four short episodic games in the same style as my main project (Cascade Quest). The games are called Snail Trek, and are available on Steam. Follow the story of a crew of intrepid snails as they search for a new home world! These games show off the parser-based retro […]

Speech recognition for adventure games

On linkedin, Someone posted a link to an example of Unity’s speech recognition API for Windows 10. It sounded simple to set up, so I decided to try it out. I’d done some basic research a while back to see if speech input might be an decent alternative to the text parser input in Cascade Quest. […]

Adventure game puzzle design

By “adventure game”, I really mean any story-based game. This is post is mainly just a dump of useful links regarding puzzle design, so I can have them all in one place. There won’t be anything terribly elucidating here, just links to useful articles. Application of Puzzle Theory – Classifications of all the different types of puzzles […]

Deeply-nested coroutines in Unity

In Unity, coroutines are essentially methods that execute across several frames. They are, in a sense, some syntactic sugar that lets you avoid having to keep track of the state of a sequence of operations (for instance, fading from one color to another) in member variables of a behavior. Instead, all state can be method-local. Refer […]

Foreshift: Ludum Dare #35 post-mortem

Last weekend I completed the Ludum Dare 48 hour competition. The goal is to make a game from scratch in 48 hours: all the coding (apart from frameworks you make public beforehand), art and audio need to be done from scratch and by one person. It takes place around the world and well over one thousand […]

Decompiling SCI – part 4 – final steps

Here’s a link to part 1 of this series. Generating the abstract syntax tree Generating the AST from the instruction node tree ends up being fairly straightforward. SCI Companion has the following syntax nodes (that appear in the AST): value (these can be tokens, strings, saids, selectors or numbers), complex value (like value, but allows for […]

Decompiling SCI – part 3 – instruction consumption

Here’s a link to part 1 of this series. Another fundamental concept we need to introduce is instruction consumption. The basics Each SCI instruction (opcode + operands) “consumes” a certain number of values from the stack, or the value of the accumulator or prev registers. Likewise, it may “generate” a result that gets pushed onto the […]

Just another WordPress site

Just another site

Harebrained Schemes

Developer's blog for IceFall Games

kosmonaut's blog

3d GFX and more


Turn up the rez!

bitsquid: development blog

Developer's blog for IceFall Games

Game Development by Sean

Developer's blog for IceFall Games

Lost Garden

Developer's blog for IceFall Games


Developer's blog for IceFall Games

Casey Muratori's Blog

Developer's blog for IceFall Games

Blog – Coherent Labs

Developer's blog for IceFall Games

Rendering Evolution

Developer's blog for IceFall Games

Simon schreibt.

Developer's blog for IceFall Games

- Woolfe -

Developer's blog for IceFall Games

Fabio Ferrara

Game Developer

Clone of Duty: Stonehenge

First Person Shooter coming soon to the XBOX 360

Low Tide Productions

Games and other artsy stuff...


Just another site

Sipty's Writing

Take a look inside the mind of a game developer.

Jonas Kyratzes

Writer & Game Designer