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Anthony Hart-Jones's Blog
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I am a casualty of publisher-led development, having spent over four years doing games design and writing before being cast adrift in a round of redundancies in mid 2010. I tried going back, but my casual projects designed to keep me in practice and improve my portfolio slowly took over until I was starting to think of myself as an indie and feeling curiously relieved that I had broken free of the cycles of crunch.
One of the curious parts of my last job was writing for a training course on design, trying to teach people how to write design documents, etc. My parts tended to focus on storytelling and I even presented a few lectures on the topic, but it was a little odd to be moving from making games to talking about making games.
My time as an indie and a freelancer has taught me a great many things, not least of all being that working as a designer has left me ill-equipped to make games. I spent just a little too long writing documents and sending them to someone else to implement, so it took a while to a) scale back my ideas now I don't have half a dozen artists and almost as many programmers and b) remember how to do what I once considered simple things like 3D geometry and messing with matrices.
Right now, I am working on a Facebook game and messing about alternately with Stencyl and OGRE. I was working on a Ren'Py project, but set it aside to focus on the Facebook stuff.
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Expert Blogs
What is a game worth?  |
| Posted by Anthony Hart-Jones on Fri, 19 Aug 2011 05:05:00 EDT in
Business,
Indie
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| So how much is the game worth? The answer may seem controversial, but I think it is simple…
Any game is worth only what the buyer / player is willing to pay for it, even if they happen to be a pirate. |
| Read More... | 4 Comments |
Piracy and Prevention  |
| Posted by Anthony Hart-Jones on Thu, 07 Jul 2011 07:08:00 EDT in
Business,
Console/PC,
Indie
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| Piracy is about as old as copyright; it's possible that the first time some caveman poet said 'no copying my work', someone would have gone home and tried to write a particularly pleasant poem in pictures. Denying it exists is just naive. |
| Read More... | 15 Comments |
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My little side-project… |
| Posted by Anthony Hart-Jones on Mon, 26 Jul 2010 01:04:00 EDT in
Business
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| Cut loose from big-business, I suppose I am free to consider myself a freelancer or an indie, but the last thing I want to be is a bum. Unemployment does not suit me, but working on my own projects while I find gainful employment is enough for now. |
| Read More... | 5 Comments |
Giving Your Player True Authorial Control...  |
| Posted by Anthony Hart-Jones on Thu, 17 Dec 2009 05:35:00 EST in
Game Design
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| True authorial control... Now there is a scary phrase to use in front of your producer...
True authorial control is like taking your player and asking them what they want to do today, rather than telling them what they are allowed to do. Is that wise? |
| Read More... | 9 Comments |
Game Designer As A Dream Job?  |
| Posted by Anthony Hart-Jones on Fri, 27 Nov 2009 11:59:00 EST in
Game Design
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| I make games, I live that dream. I have had the chance to pass on my knowledge of games and writing to students and even to other industry professionals as an expert in my field apparently. What have I to complain about? |
| Read More... | 34 Comments |
Narrative Design And The Impending Tragedy Of Getting What You Ask For  |
| Posted by Anthony Hart-Jones on Mon, 02 Nov 2009 06:14:00 EST in
Game Design
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| Last week, my manager approached the design team about a game on a very short time-scale. I said that we needed a narrative designer and then I put myself forward for it. I didn't expect to be given the job... |
| Read More... | 3 Comments |
Anthony Hart-Jones's Comments
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Comment In: Torchlight Sells 1M Copies Across All Platforms [News - 07/06/2011 - 03:36]
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Knowing what they went through ... Knowing what they went through prior to developing Torchlight, I think they deserve their success. |
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Comment In: Piracy and Prevention [Blog - 07/07/2011 - 07:08]
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I would suggest that GamaSutra ... I would suggest that GamaSutra saw a trend and featured all three posts, but it might also be that piracy is a big issue for both developers and consumers these days. I think the legitimate end-user is via DRM and high prices as much a victim of piracy as the ... |
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Comment In: Analysis: Game Dialogue As A Recipe for Sociopathy [News - 03/17/2011 - 05:43]
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Some of this logic could ... Some of this logic could be used to condemn some point systems and conversations in table top role playing games and LARPing. I think the issue is more that the player says one thing to one 'trusted NPC' and something else to another, rather than taking on a character. Manipulating ... |
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Comment In: My little side-project… [Blog - 07/26/2010 - 01:04]
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Thanks I have a feeling ... Thanks I have a feeling that I'll need it... |
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Comment In: Deus Ex 3 Director: Getting Team Support For Player Choice Can Be Challenging [News - 07/26/2010 - 09:22]
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I know that feeling. I ... I know that feeling. I have been there, creating dialogue that players might never see because they might choose one path over another, might skip the text even if they choose the correct path. I agree that the trick is to make sure that the player knows there was a ... |
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Comment In: Opinion: Is It Time To Start Pre-Selling Games? [News - 01/25/2010 - 05:58]
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@Joe I am not sure ... @Joe I am not sure that I agree with the whole attitude that games are so different from film in terms of the new technology. We have Epic and the Crytek pushing the envelope and matching what Weta and Pixar do for film, but the average games studio is using ... |
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