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I am a new face to the game design community. So new, in fact, that I have absolutely no record to speak on. I'm of a new generation of basement developers, a quickly growing group of game designers.
I'm striving to learn my way around the game development scene, both the art and business side. As I learn knew things or have my own little divine revelations, I'll share them in my blog. I may not be a game design master, but maybe we can help each other learn as we go, eh?
-A.G. Pierce
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Member Blogs
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The Importance of QA |
| Posted by Aaron Pierce on Sat, 06 Feb 2010 10:34:00 EST in
Game Design
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| Why QA is so important to the Game Design process and where it should start. |
| Read More... | 1 Comments |
Feature Creep  |
| Posted by Aaron Pierce on Sun, 11 Oct 2009 01:20:00 EDT in
Game Design
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| Stopping the feature creep during game development isn't easy, but I've got some ideas. |
| Read More... | 4 Comments |
Casual v. Hardcore: The Myth of the Great Divide  |
| Posted by Aaron Pierce on Wed, 15 Apr 2009 09:50:00 EDT in
Game Design
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| Debunking the myth of casual and hardcore games |
| Read More... | 18 Comments |
Not Quick, Time-Consuming Events  |
| Posted by Aaron Pierce on Thu, 09 Apr 2009 07:28:00 EDT in
Game Design
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| QTEs. Don't like 'em. Here's why... |
| Read More... | 23 Comments |
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The Elusive Beast: Immersive Gameplay |
| Posted by Aaron Pierce on Tue, 07 Apr 2009 07:58:00 EDT in
Game Design
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| My ponderings on immersive gameplay and a few suggestions on how to achieve it. |
| Read More... | 5 Comments |
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Difficult Curve... |
| Posted by Aaron Pierce on Mon, 06 Apr 2009 09:44:00 EDT in
Game Design
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| My thoughts on creating a challenging and entertaining difficulty curve in a game. |
| Read More... | 0 Comments |
[More Aaron Pierce Blogs]
Aaron Pierce's Comments
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Comment In: The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal [Feature - 10/19/1999 - 12:00]
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Why wouldn't they be The ... Why wouldn't they be The proposal especially. It's the basis of the game, the this is what we're going for document. It's the backbone that says Hey, we're off target on this feature or that feature is spot on during the development process. And the concept design art is such ... |
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Comment In: Feature Creep [Blog - 10/11/2009 - 01:20]
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@ Mark: I've actually always ... @ Mark: I've actually always been a huge fan of Blizzard's It's done when it's done attitude. I wish more major studies would/could work like that. I think we'd see a lot more polished, excellent games and a lot less of the rushed, generic stuff that fills most of the ... |
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Comment In: Casual v. Hardcore: The Myth of the Great Divide [Blog - 04/15/2009 - 09:50]
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@ Chris and Kevin: You ... @ Chris and Kevin: You guys are both making epic points here, and chris, I don't disagree with you classification of WoW as a hardcore game, but I also don't disagree with my classification of it as a Casual game. And I think that is why WoW is so successful ... |
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Comment In: Not Quick, Time-Consuming Events [Blog - 04/09/2009 - 07:28]
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@Christopher: Excellent. Well put, my ... @Christopher: Excellent. Well put, my friend. I agree with you 100 percent on what you've said here. Though I will admit, I don't consider your examples Quick Time Events. DMC4 and CoD4 had those events so perfectly play-line that it was almost purely instinct to do them. QTEs are rarely ... |
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Comment In: Six Choices Forbidden the Player-Protagonist [Blog - 04/04/2009 - 11:29]
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Hi Ron Thanks for pointing ... Hi Ron Thanks for pointing me to this blog entry. I must say, you bring up some really fascinating points here. I see what Jeff is saying about them being suited for a purely open world game and I must admit, I was even thinking that myself. However, I think ... |
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Comment In: Apple needs to make a controller attachment for iPhone.iPod Touch [Blog - 04/08/2009 - 02:59]
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Why would you want a ... Why would you want a push button controller when you've got a 100 customizable touch screen with infinite possibilities I gotta say that that sounds like more like a waste of funds to me. A lot of R D for something that I'd wager most developers wouldn't bother supporting. I ... |
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