Designing a Puzzle Guide Around Observable EvidenceGame walkthroughs often begin as prose, but a route with repeated puzzle patterns quickly becomes a small information system. The Last Taxi in CONTROL Resonant is a useful example: players need to fin3h ago · 3 min readgame-guide-lab.hashnode.dev
Designing a Game Wiki Around Player IntentA game wiki is easier to maintain when its information architecture starts with the player's next decision rather than with a list of content formats. That sounds obvious, but many small guide sites b10h ago · 3 min readgame-guide-lab.hashnode.dev
A Small Data QA Pipeline for 156 Game Walkthrough PagesA library of 156 walkthrough pages can fail in quiet ways. One wrong video ID, a duplicated level, or a guide mapped to a similarly named game may stay online for months because every individual page 23h ago · 3 min readgame-guide-lab.hashnode.dev
A Practical Content Model for Versioned Game GuidesDocumentation for a live or Early Access game behaves more like versioned software documentation than a traditional magazine article. Mechanics change, official wording evolves, and community discover1d ago · 3 min readgame-guide-lab.hashnode.dev