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Why NPCs Should Feel Human, And How My Game is Building Something More
In most games, NPCs (Non-Player Characters) feel like scripted mannequins, mere vessels to hand you quests, sell items, or fill in the background noise of a town. They’re there, but they’re not alive. They exist within narrow scripts, repeating the same lines, oblivious to your presence beyond their designated trigger. But in The Labyrinth of…
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Finding Myself in the Worlds I Build
The harsh winter in Edmonton has prompted me to focus on game development, bringing creativity and purpose during challenging times. As they redesign maps and explore smaller game locations, memories of past adventures resurface. This project serves as both therapy and a tribute to classic games, offering hope amidst chaos.