Stephen Schroeder·Jan 21, 2022Perilous Wilde Post-MortemPerilous Wilde is an Adventure game I made for the Adventure X Jam in late 2021. If you haven’t played it, check out the Perilous Wilde…
Stephen Schroeder·Dec 11, 2020Color Cycling Part 3: Making Color Cycled ArtFor years, the great philosophers have asked: is Stephen ever going to make color cycling part 3? Well buckle up, we’re going to Art…
Stephen Schroeder·Jul 5, 2020Mechanical Marvels — Quest for GloryI’m always interested to see people try out-of-the box new things, so I thought I’d start a series on games that try out bold mechanical…
Stephen Schroeder·Mar 4, 2020Alignment to be Crossed: Better Aids for MoralityThere’s a popular meme in which characters with some relation to each other — being from the same series or possibly genre — will be…
InThe StartupbyStephen Schroeder·Dec 28, 2019Dynamic Sprite Lighting in UnitySprites in Daedalus make use of Unity’s lighting system to appear with 3D-like properties.
Stephen Schroeder·Sep 18, 2018Color Cycling in Pixel Art 2: UnitySource code: https://github.com/Deivore/BlendShift.gitA response icon1A response icon1
Stephen Schroeder·Feb 1, 2018Hacking Super Mario 64The first video game console I fell in love with was the N64, and at the time I was blown away by Super Mario 64. One of the first things I…
Stephen Schroeder·Dec 1, 2017Designing for a schedule, Part IINow that I’ve finished The Sexy Brutale, like to talk about my thoughts on the game, what my expectations were met with, and where schedule…
Stephen Schroeder·Nov 1, 2017Designing for Games with a ScheduleIn a narrative heavy game, most often the story follows the pace of the player, and it is the character’s interactions with the player that…