

Features from Feedback
After showing INDIGO to a handful of publishers and a few hundred people at PAX, I received a whole heap of feedback. Most of it was positive, which is always nice to hear, but the most useful feedback was constructive.


Cheating physics in a physics based game
It’s no secret that physics in video games are wonky and usually very prone to bugs. I thought of playing Cyberpunk when it first...


Introducing The INDIGO Initiative
In early 2019, Infliction had just launched on PC, and my mind was already asking, “What’s next?” To shake things loose, I built a...


Clickity Clack, Prototyping with Player Feedback.
When developing gameplay ideas on paper, I can visualize how they might play out, but I never truly know until I prototype them. My first...


Development Update - Respawn System
Player experience should be at the forefront of all design decisions that directly impact that experience.


Development Update - Level Streaming Vs. Level Loading
During the porting process of Infliction to consoles, there have been many challenges that have made me reconsider the way I had done...





















