David WelchThe making of Terraria mobile, Part 2 — Touch controlsWhy we had to invent completely new controls for touch screens3d ago3d ago
David WelchThe making of Terraria mobile, Part 1 — Breaking groundHow we brought the best-selling sandbox game to iOS & AndroidSep 16Sep 16
David WelchWhy Spanish Colonial Revival is the best architecture for Southern CaliforniaThe rational case for a comebackJul 26Jul 26
David WelchinBootcampHow doors and buttons look can ruin video games. Here’s how to fix them.The science of intuitive visual designAug 5Aug 5
David WelchHow to read many books online (legally) for freeYou need to know where to lookJan 151Jan 151
David WelchThe making of Terraria for consoles — Part 4, New Content & ReleaseHow we designed the tutorial, UI, and game trailers for a smash hit debutJan 3Jan 3
David WelchThe making of Terraria for consoles — Part 3, Split-screen & MenusHow split-screen multiplayer was a game changer for Terraria and MinecraftDec 27, 2023Dec 27, 2023
David WelchThe making of Terraria for consoles — Part 2, The ControlsHow we adapted Terraria’s unique PC controls to Xbox and PlayStationDec 19, 2023Dec 19, 2023
David WelchThe making of Terraria for consoles — Part 1, Signing the dealHow we brought the best-selling 2D sandbox game to Xbox and PlayStationDec 13, 2023Dec 13, 2023
David WelchEnglish is made of Saxon words and Latin words. Here’s how to use them.What great writers teach us about using EnglishNov 10, 2023Nov 10, 2023