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Miles
I recently put together a video showcasing the current state of Escher's gameplay. It shows off some new music and new levels, as well as new mechanics and visuals I haven't covered in a devlog yet.

Miles
It took a while, but the next devlog is finally up. Rather than talking about something I've added to the game like usual, this time I'm I explaining my decision to get rid of the wonderland mechanic, which was one of the first features I worked on. Along the way, I also talk a bit about the history of the game and the mechanic, and compare and contrast the level design philosophies behind Escher and Monument Valley.

Miles
This one is lighter on technical details than the last one - it's mostly focused on my thought process regarding level design, as well as the game design lessons I've learned from playtests.

Miles
It's a shorter video this time, mainly breaking down a graphical effect I recently implemented and showing step-by-step how it gets rendered. I also talk briefly about the project's build system.

Miles
Another Escher devlog. This one is about some UI work I've done to make organizing the game's levels more convenient. I compare the old interface with the new one, and explain a bit about how IMGUI allows the new interface to stay very simple by holding only a bare minimum amount of persistent state.