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Michel Sabbagh
Michel Sabbagh
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Design
My Kind of Town: Propping Up Arresting Game Settlements
My Kind of Town: Propping Up Arresting Game Settlements
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Michel Sabbagh
Dec 19, 2023
17 Min Read
A fantasy landscape
Design
Not in Kansas Anymore: Crafting and Conveying Authentic Worldbuilding in Games
Not in Kansas Anymore: Crafting and Conveying Authentic Worldbuilding in Games
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Michel Sabbagh
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Design
Role Model: Emphasizing the "RP" in RPG
Role Model: Emphasizing the "RP" in RPG
Dec 11, 2023
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16 Min Read
by
Michel Sabbagh
Design
Taking A Look(ing Glass) at Thief: Deadly Shadows... 15 Years Later
Taking A Look(ing Glass) at Thief: Deadly Shadows... 15 Years Later
May 24, 2019
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29 Min Read
by
Michel Sabbagh
Design
Hail to the Queen: Guide-nines for Superlative Female Characterization
Hail to the Queen: Guide-nines for Superlative Female Characterization
Mar 4, 2019
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28 Min Read
by
Michel Sabbagh
Design
Spread Your Wings: Forging a Distinctive Brand and Identity as a Creative Talent
Spread Your Wings: Forging a Distinctive Brand and Identity as a Creative Talent
Jan 24, 2019
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19 Min Read
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Michel Sabbagh
Design
A Wicked Manifesto: Why Atomic Heart’s Existence Is Crucial In An Age of Strife
A Wicked Manifesto: Why Atomic Heart’s Existence Is Crucial In An Age of Strife
Dec 18, 2018
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17 Min Read
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Michel Sabbagh
Design
Take It All In: Imbuing Video Games With a Potent Atmosphere
Take It All In: Imbuing Video Games With a Potent Atmosphere
Jun 21, 2018
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17 Min Read
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Michel Sabbagh
Design
Here Be Monsters: Producing Tangibly Minatory Creatures in Video Games
Here Be Monsters: Producing Tangibly Minatory Creatures in Video Games
May 21, 2018
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Michel Sabbagh
Design
Mind Games: Dissecting Get Even's Narrative-Mechanics Synergy
Mind Games: Dissecting Get Even's Narrative-Mechanics Synergy
Jul 13, 2017
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24 Min Read
by
Michel Sabbagh
Audio
Embracing F.E.A.R.: A Video Retrospective On Monolith Productions’ Magnum Opus
Embracing F.E.A.R.: A Video Retrospective On Monolith Productions’ Magnum Opus
Jul 3, 2017
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1 Min Read
by
Michel Sabbagh
Audio
Nitty Gritty: Weaving A Fetching Environmental Narrative In Games
Nitty Gritty: Weaving A Fetching Environmental Narrative In Games
Jun 19, 2017
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13 Min Read
by
Michel Sabbagh
Design
Effort Upon Effort: CGSA 2017 Presentation on Japanese-Style FPSs
Effort Upon Effort: CGSA 2017 Presentation on Japanese-Style FPSs
Jun 6, 2017
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1 Min Read
by
Michel Sabbagh
Design
The making of Streams of Nurture - Part V: Lessons & Takeaway
The making of Streams of Nurture - Part V: Lessons & Takeaway
May 30, 2017
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14 Min Read
by
Michel Sabbagh
Design
Wrangling Words And Taking On Bugs: A Podcast Detailing My Game Development Experience
Wrangling Words And Taking On Bugs: A Podcast Detailing My Game Development Experience
May 22, 2017
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2 Min Read
by
Michel Sabbagh
Design
The making of Streams of Nurture - Part IV: General Development
The making of Streams of Nurture - Part IV: General Development
May 16, 2017
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10 Min Read
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Michel Sabbagh
Audio
The making of Streams of Nurture - Part III: Audiovisuals
The making of Streams of Nurture - Part III: Audiovisuals
May 8, 2017
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10 Min Read
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Michel Sabbagh
Design
The making of Streams of Nurture - Part II: Narrative
The making of Streams of Nurture - Part II: Narrative
May 2, 2017
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12 Min Read
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Michel Sabbagh
Design
The making of Streams of Nurture - Part I: Introduction
The making of Streams of Nurture - Part I: Introduction
Apr 27, 2017
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14 Min Read
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Michel Sabbagh
Design
Thief: tense narrative through level design and mechanics
Thief: tense narrative through level design and mechanics
Mar 6, 2017
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12 Min Read
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Michel Sabbagh
Business
Getting Off On The Right Foot: 15 Tips From A Young Game Developer
Getting Off On The Right Foot: 15 Tips From A Young Game Developer
Jan 11, 2017
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13 Min Read
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Michel Sabbagh
Design
A Tale of Two Open-Worlds: comparing "exploration" and "activity" sandboxes
A Tale of Two Open-Worlds: comparing "exploration" and "activity" sandboxes
Aug 10, 2016
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18 Min Read
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Michel Sabbagh
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Mutual Engagement: how to craft compelling character interactions
Mutual Engagement: how to craft compelling character interactions
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12 Min Read
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Michel Sabbagh
Design
The Devil's in the Details: analyzing Doom's design elements and nuances
The Devil's in the Details: analyzing Doom's design elements and nuances
May 26, 2016
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18 Min Read
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Michel Sabbagh
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Smooth Operator: designing a fluid and handy FPS movement model
Smooth Operator: designing a fluid and handy FPS movement model
May 10, 2016
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12 Min Read
by
Michel Sabbagh
Design
The importance of presentation in games and how to strengthen it
The importance of presentation in games and how to strengthen it
Apr 18, 2016
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12 Min Read
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Michel Sabbagh
Design
Making the most out of the first-person perspective
Making the most out of the first-person perspective
Mar 11, 2016
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11 Min Read
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Michel Sabbagh
Design
Don’t Fear the Yurei: how F.E.A.R. successfully embodies the traits of Japanese horror
Don’t Fear the Yurei: how F.E.A.R. successfully embodies the traits of Japanese horror
Feb 24, 2016
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13 Min Read
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Michel Sabbagh
Design
Creating effective and memorable video game stories
Creating effective and memorable video game stories
Feb 3, 2016
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12 Min Read
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Michel Sabbagh
Design
Becoming the Robot: how Shogo MAD immaculately captures mecha anime's essence
Becoming the Robot: how Shogo MAD immaculately captures mecha anime's essence
Jan 6, 2016
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20 Min Read
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Michel Sabbagh
Design
In The Long Run: making your (vanilla) video game last
In The Long Run: making your (vanilla) video game last
Nov 2, 2015
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12 Min Read
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Michel Sabbagh
Design
How to design formidable and unforgettable video game enemies
How to design formidable and unforgettable video game enemies
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Michel Sabbagh
Design
The art of designing visceral and engaging Bullet Time gunplay
The art of designing visceral and engaging Bullet Time gunplay
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The key to designing an effectively tense survival horror experience
The key to designing an effectively tense survival horror experience
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What a Wonderful World: crafting a memorable game environment
What a Wonderful World: crafting a memorable game environment
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Latest News
Players in a skirmish in Overwatch 2.
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Blizzard cancels BlizzCon 2024, will host smaller in-person events
Blizzard cancels BlizzCon 2024, will host smaller in-person events
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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
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Apr 25, 2024
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The People Can Fly offices in Poland
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Outriders developer People Can Fly has canned Project Dagger
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Apr 25, 2024
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Key art for Against the Storm. An anthropomorphized Beaver and Lizard look up at the image of a mask floating over a volcano.
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