Integrating Narrative into Game Design: A Portal Post-Mortem
4-Layers, A Narrative Design Approach
Introduction This blog post will be about a new way to approach narrative design in games - the 4 Layers Approach. It is based on a GDC ...


Designs for the pluriverse: radical interdependence, autonomy, and the making of worlds
"Arturo Escobar presents a new vision of design theory by arguing for the creation of what he calls 'autonomous design'--a design practice aimed at channeling design's world-making capacity toward ways of being and doing that are deeply attuned to justice and the Earth"--Publisher description

Weaving Narratives into Procedural Worlds
Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.
Resonite
A novel digital universe with infinite possibilities. Whether you resonate with people around the world in a casual conversation, playing games and socializing. Or you riff off each other when creating anything from art to programming complex games, you'll find your place here.
Tarot Based Narrative Generation - Anne Sullivan [PROCJAM 2018]
Thinking in Triplicate — Mule Design
To align design and business, visualize the shared narratives

The A.I.-Design Aesthetic That’s Taking Over the Internet
How Anthropic’s new tool, Claude Design, is creating overnight web-design clichés.
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Why Games? - Pardy Time DevLog
Summer is here - why not let your @rpg.actor enjoy the sun. tilemap.world is a 2d tileset and tilemap editor inspired by Tiled and LDtk It's still very much a work in progress, and while you can walk around the sandbox mode I've got some bigger plans for these maps.
Creative Computing Group by @tgoerke.bsky.social — Grain
Let's start a group at CODIP to explore creative computing. Let's not start by defining creativity nor computing. It would be a trap. Let's collect artifacts instead. Images, text, thoughts,...
Reverse-engineering Claude's generative UI - then building it for the terminal
Extracting Anthropic's design system from a conversation export and rebuilding generative UI for the terminal.

contextual animation stuff in Sleight of Hand – joe wintergreen internet zone
I’ve been working for the last week or two on a system to streamline contextual or scripted animation stuff in Sleight of Hand, a stealth game with a lot of systemic interaction aspirations. I built an interest source system a while back for coordinated investigations and dynamic behaviours, and while some of those interactions have been doing cool stuff on the animation side (a guy might rip open a wardrobe you’re hiding in, for example), it has tended to involve a lot of more-or-less-boilerplate Blueprint every time; it’s not been as easy as it should be to drop in what Half-Life called a “scripted sequence”. This fortnight’s work has improved this a great deal, and I’ll tell you for why, and perhaps you will benefit from doing something like this yourself.

Lily Seika Jones
@womensartbluesky.bsky.social
Keirron Stach (@keirronstach.bsky.social)
i.redd.it
Jim Musil Painter (@jimmusilpainter.bsky.social)
YKshelter (commissions closed) (@ykshelter.bsky.social)

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the Orchid Heist — Corkboards & Curiosities

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