Stephen SchroederPerilous 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…Jan 21, 2022Jan 21, 2022
Stephen SchroederColor 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…Dec 11, 2020Dec 11, 2020
Stephen SchroederMechanical 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…Jul 5, 2020Jul 5, 2020
Stephen SchroederAlignment 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…Mar 4, 2020Mar 4, 2020
Stephen SchroederinThe StartupDynamic Sprite Lighting in UnitySprites in Daedalus make use of Unity’s lighting system to appear with 3D-like properties.Dec 28, 2019Dec 28, 2019
Stephen SchroederColor Cycling in Pixel Art 2: UnitySource code: https://github.com/Deivore/BlendShift.gitSep 18, 20181Sep 18, 20181
Stephen SchroederHacking 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…Feb 1, 2018Feb 1, 2018
Stephen SchroederDesigning 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…Dec 1, 2017Dec 1, 2017
Stephen SchroederDesigning 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…Nov 1, 2017Nov 1, 2017