The Creative Process.
Implementing and optimizing cover seeking AI in Neon Heart Overdrive
For the Design Den Jam, I was the gameplay programmer for Neon Heart Overdrive, a retro FPS. I had never made AI for such a game before so it was a new challenge for me. I started by determining the...
Conveying unnatural mechanics naturally in Control:Override
The phase mechanic is arguably the core mechanic of Control:Override. The player can force the game to make them phase through a obstacle collider. Roughly 80% of the puzzles rely on it in...
Embracing experimentation: How bugs became mechanics in Control:Override
Control:Override is a game about sharing controls with the environment. Instead of moving yourself, you can “share” those with the rest of the environment. That is what you’ll be doing for most of the...
Designing the story for Control:Override : Schrödinger’s protagonist on a budget
Some time ago, I released Control:Override, my first commercial game on Steam and itch.io. Rather predictably, it has not done well financially. But I did learn several things along the way. In this post, I will talk specifically about the...