An ongoing series of deep dives into specific design, art, or technical aspects of video games is aimed at shedding light on how seemingly simple, fundamental design decisions aren’t always as simple as they appear.
It has covered topics such as how indie developer Mike Sennott cultivated random elements into Astronaut: The Best’s branching narrative, how Meet Your Maker’s developers avoided crunch by using smart production practices, and how Dead Cells became a franchise by emphasizing people-first values.

									 
					