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Jack Yarwood
Jack Yarwood
Contributor
Latest from Jack Yarwood
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Design
How to remove the frustration of reading in games
How to remove the frustration of reading in games
by
Jack Yarwood
Jan 7, 2022
11 Min Read
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Art
"Little puppets": The storybook art of rat-tastic action RPG
Tails of Iron
"Little puppets": The storybook art of rat-tastic action RPG
Tails of Iron
by
Jack Yarwood
Nov 3, 2021
7 Min Read
All from Jack Yarwood
Audio
Creating the iconic soundtrack for
Metal Gear Solid 2: Sons of Liberty
Creating the iconic soundtrack for
Metal Gear Solid 2: Sons of Liberty
Sep 21, 2021
|
12 Min Read
by
Jack Yarwood
Design
How game designers handle the burden of encumbrance
How game designers handle the burden of encumbrance
May 18, 2021
|
10 Min Read
by
Jack Yarwood
Design
How some indies are approaching photography mechanics in their games
How some indies are approaching photography mechanics in their games
Apr 2, 2021
|
11 Min Read
by
Jack Yarwood
Design
From pen-and-paper to blockouts: How level designers craft iconic stealthy encounters
From pen-and-paper to blockouts: How level designers craft iconic stealthy encounters
May 22, 2020
|
9 Min Read
by
Jack Yarwood
Design
How
Lair of the Clockwork God
blends the world of platformers and point-and-clicks
How
Lair of the Clockwork God
blends the world of platformers and point-and-clicks
Mar 25, 2020
|
7 Min Read
by
Jack Yarwood
Production
A look at how different-sized studios approach the challenges of QA
A look at how different-sized studios approach the challenges of QA
Mar 13, 2020
|
10 Min Read
by
Jack Yarwood
Design
How
John Wick Hex
establishes character through action
How
John Wick Hex
establishes character through action
Mar 9, 2020
|
9 Min Read
by
Jack Yarwood
Design
Designing the offbeat comedy of Crows Crows Crows'
Accounting +
Designing the offbeat comedy of Crows Crows Crows'
Accounting +
Feb 25, 2020
|
7 Min Read
by
Jack Yarwood
Design
How a new wave of developers are using voxels to create jaw-dropping worlds
How a new wave of developers are using voxels to create jaw-dropping worlds
Feb 21, 2020
|
8 Min Read
by
Jack Yarwood
Design
How
Blasphemous
' level design iterates on classic Metroidvanias
How
Blasphemous
' level design iterates on classic Metroidvanias
Nov 6, 2019
|
8 Min Read
by
Jack Yarwood
Design
Designing the personality-based narrative system of
Jenny LeClue
Designing the personality-based narrative system of
Jenny LeClue
Oct 7, 2019
|
8 Min Read
by
Jack Yarwood
Design
Chris Bateman's journey from
Discworld Noir
lead to making
Lords of Midnight
tribute
Silk
Chris Bateman's journey from
Discworld Noir
lead to making
Lords of Midnight
tribute
Silk
Sep 12, 2019
|
11 Min Read
by
Jack Yarwood
Design
How Media Molecule designed a fun and robust toolset for
Dreams
How Media Molecule designed a fun and robust toolset for
Dreams
Jun 17, 2019
|
10 Min Read
by
Jack Yarwood
Design
How Failbetter Games devised
Sunless Skies
' facets progression system
How Failbetter Games devised
Sunless Skies
' facets progression system
Mar 11, 2019
|
7 Min Read
by
Jack Yarwood
Design
Turning painting into a game mechanic in the gorgeous
Eastshade
Turning painting into a game mechanic in the gorgeous
Eastshade
Feb 12, 2019
|
7 Min Read
by
Jack Yarwood
Design
How Landfall Games finds the fun in physics engines
How Landfall Games finds the fun in physics engines
Oct 15, 2018
|
7 Min Read
by
Jack Yarwood
Design
New game, classic hardware: Developing
Tanglewood
on a Sega devkit
New game, classic hardware: Developing
Tanglewood
on a Sega devkit
Aug 28, 2018
|
9 Min Read
by
Jack Yarwood
Design
How
Camp W
's choice-driven design was shaped by a new narrative tool
How
Camp W
's choice-driven design was shaped by a new narrative tool
Aug 24, 2018
|
8 Min Read
by
Jack Yarwood
Design
How Nyamakop designed
Semblance
's spongy, deformable terrain
How Nyamakop designed
Semblance
's spongy, deformable terrain
Jul 25, 2018
|
9 Min Read
by
Jack Yarwood
Art
Creating a sense of magical realism through in-game lighting
Creating a sense of magical realism through in-game lighting
Jun 8, 2018
|
8 Min Read
by
Jack Yarwood
Design
How the
QUBE 2
devs built a better massive 3D puzzle labyrinth
How the
QUBE 2
devs built a better massive 3D puzzle labyrinth
May 10, 2018
|
7 Min Read
by
Jack Yarwood
Design
Making every procedurally-generated playthrough feel unique in
Swords of Ditto
Making every procedurally-generated playthrough feel unique in
Swords of Ditto
May 7, 2018
|
8 Min Read
by
Jack Yarwood
Programming
How Rare designed
Sea of Thieves
' infinite pirate generator
How Rare designed
Sea of Thieves
' infinite pirate generator
Apr 27, 2018
|
6 Min Read
by
Jack Yarwood
Design
Translating the 2D hardbody towers of
Mount Your Friends
into 3D
Translating the 2D hardbody towers of
Mount Your Friends
into 3D
Mar 21, 2018
|
7 Min Read
by
Jack Yarwood
Design
Designing great hitboxes for a 2D beat-'em-up with swords and shields
Designing great hitboxes for a 2D beat-'em-up with swords and shields
Mar 8, 2018
|
6 Min Read
by
Jack Yarwood
Design
How Fourattic captured the '80s with
Crossing Souls
' art design
How Fourattic captured the '80s with
Crossing Souls
' art design
Feb 14, 2018
|
7 Min Read
by
Jack Yarwood
Design
How devs design the Lego games to appeal to all ages
How devs design the Lego games to appeal to all ages
Jan 5, 2018
|
6 Min Read
by
Jack Yarwood
Design
The struggle to make sci-fi space colonies feel grounded in
Aven Colony
The struggle to make sci-fi space colonies feel grounded in
Aven Colony
Dec 14, 2017
|
5 Min Read
by
Jack Yarwood
Design
Crafting a fun, varied combo system for brawler
Deadbeat Heroes
Crafting a fun, varied combo system for brawler
Deadbeat Heroes
Oct 26, 2017
|
8 Min Read
by
Jack Yarwood
Design
How Jeff Minter's
Polybius
brought his signature style to VR
How Jeff Minter's
Polybius
brought his signature style to VR
Oct 24, 2017
|
7 Min Read
by
Jack Yarwood
Design
Building replayability into the macabre gameplay of
Kindergarten
Building replayability into the macabre gameplay of
Kindergarten
Aug 4, 2017
|
6 Min Read
by
Jack Yarwood
Design
Fine-tuning the AI in Rupeck's proc-gen platformer
Caveblazers
Fine-tuning the AI in Rupeck's proc-gen platformer
Caveblazers
Jun 30, 2017
|
6 Min Read
by
Jack Yarwood
Audio
How Scanner Sombre immerses players in a pitch-black cave: sound and lasers
How Scanner Sombre immerses players in a pitch-black cave: sound and lasers
May 19, 2017
|
5 Min Read
by
Jack Yarwood
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Latest News
Players in a skirmish in Overwatch 2.
Business
Blizzard cancels BlizzCon 2024, will host smaller in-person events
Blizzard cancels BlizzCon 2024, will host smaller in-person events
by
Justin Carter
Apr 25, 2024
2 Min Read
Splash art for Embark's 2023 shooter The Finals.
Business
Ex-Steam Labs dev claims 1,000 Steam games use generative AI
Ex-Steam Labs dev claims 1,000 Steam games use generative AI
by
Justin Carter
Apr 25, 2024
2 Min Read
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Design
Making the berry sweet return to Celeste on its sixth anniversary
Making the berry sweet return to Celeste on its sixth anniversary
by
Joel Couture
Apr 25, 2024
4 Min Read
The People Can Fly offices in Poland
Production
Outriders developer People Can Fly has canned Project Dagger
Outriders developer People Can Fly has canned Project Dagger
by
Chris Kerr
Apr 25, 2024
2 Min Read
Key art for Against the Storm. An anthropomorphized Beaver and Lizard look up at the image of a mask floating over a volcano.
Production
How the small team behind Against the Storm kept scope in check
How the small team behind Against the Storm kept scope in check
by
Bryant Francis
Apr 25, 2024
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