Brian Gomez
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briangomez.bsky.social
Brian Gomez
@briangomez.bsky.social
Video game exec, game designer, producer, and writer based in Scotland. Creative Director at 4J Studios. BAFTA Scotland committee member. Former EP of Jurassic World games at NBCUniversal. Former Disney Imagineer. Horror genre expert. Recovering goth.
My favorite novel. I think I’ve read it more than any other book. Enjoy!
November 18, 2025 at 9:07 PM
You think that’s bad? You should hear the way some product managers talk about their player base in F2P games… 😬
October 30, 2025 at 6:06 PM
The story told around WDI is that Walt coined the term because his dogs would follow him around the house if he showed them a hotdog. The “dumb hungry dogs” bit is news to me. Not saying it didn’t happen, but also never heard it put that way while I was at Disney.
October 30, 2025 at 5:42 PM
At Walt Disney Imagineering, the equivalent was what John Hench had dubbed “the weenie” — using a landmark and environmental storytelling to lead the guests towards the main attraction.
October 30, 2025 at 1:18 PM
Any chance we’ll ever see a vinyl repress of Year Zero…?
October 14, 2025 at 9:26 PM
It doesn’t seem that bad, actually. More than 10% of players are getting to the end of the game (or what I assume is the end — I’ve not played it.) When I worked at Disney and Universal, I got to regularly see retention data and that looks like a pretty common drop off.
October 12, 2025 at 8:04 AM
Thanks, I hope you get a chance to play it soon! We just launched our pre-alpha test two days ago.
May 2, 2025 at 9:36 PM
Writing a GDD is having the hard conversation, even if it’s with yourself. As soon as you need to explain a system, loop, mechanic, etc. to another person (even if that other “person” is just your design journal) you discover things — edge cases, exploits, contradictions, etc.
May 2, 2025 at 9:26 PM