Blog Posts

Retroactively Balancing DREAMWILLOW's Enemies: a Numerical Approach

After crunching to balance enemies at the tail-end of the game's development, I sought to find a more systematic approach for our future projects.

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AI Companions Are Not Your Friends: Balancing the Companions in DREAMWILLOW

The ability to raise the dead to fight alongside you was seen as a simple, charming twist that we could add to an otherwise typical twin-stick shooter. But once we had finished the core gameplay loop, we saw that balancing such a feature is far from trivial.

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DREAMWILLOW Postmortem: From Pitch to Completion

As WolverineSoft announced the club would be trying its hand at making games, I prepared a pitch for a 2D top-down dungeon-crawler that would become the studio's first semester-long project, DREAMWILLOW. Here, I reflect on what went right, what could've gone better, and what I think were the most valuable lessons learned throughout the process.

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Infectant Postmortem: The Proof is in the Inflammation

As the club winded down for summer vacation, some passionate members of WolverineSoft decided to see if it was possible to create a finished, compelling game over the course of 9 weeks with relatively little experience. Here, I reflect on what went right, what could've gone better, and what I think were the most valuable lessons learned throughout the process.

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Alex Kisil

Feel free to contact me at any time! Email is the best way to get in touch with me quickly.

Ann Arbor, MI 48105

alex@alexkisil.com

+1 (586) 321-6151

Jimmy

This is Jimmy. Jimmy loves you.