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Blake Nicholas's Blog

Indie game developer with interests in level design (primarily single player) and game writing. However, most of my experience is in programming. I've made small games from scratch alone (complete with programmer art :) ) for flash as well as windows. Lately I have been working on my level design skills with various 3D map editors, building the geometry as well as the scripting. I get a lot of enjoyment out of level/scenario construction so that is the area that I want to improve in. I have plans to work on either a total conversion mod for an existing game or to create a 3D role playing game using middleware solutions.

With that said, I'm still a big fan of 2D games and I continually design and create them for fun.

Member Blogs

Perception Killed the A* (A Star)  Featured Blogs
Posted by Blake Nicholas on Sun, 03 Jan 2010 05:27:00 EST in Game Design
Is "better" AI an illusion? A discussion about the psychology behind artificial intelligence, and how the key might be in changing a player's perception more than the execution of the AI.
Read More... | 14 Comments

   

Blake Nicholas's Comments

Comment In: Pre-Release Made DLC Is Not Evil [Blog - 03/16/2010 - 05:38]

The problem with your argument ...

The problem with your argument is that a developer can choose anything to be extra content . In a perfect world it would work like you have stated here, extra work leading to extra content. In the real world the game can be designed exactly the same as it would ...

Comment In: Nobody Does It Better: Why GoldenEye & Perfect Dark can still teach us a thing or two about game design [Blog - 03/06/2010 - 04:32]

What made each shot a ...

What made each shot a choice The bad controls which made battles too hard. Now days with dual analog players fear little that is thrown at them. The non directed gameplay is its strongest feature. The how do you know what to do with the screen kinda stuff. There's another ...

Comment In: Analysis: The Conundrum of Final Fantasy XIII [News - 01/08/2010 - 09:13]

JRPGs were always pretty story-linear ...

JRPGs were always pretty story-linear in the first place. I don't think taking out the, where is that guy I have to speak to to progress the story segments will have that much effect on the game. I think taking that part of the game out is a positive. There ...

Comment In: How to simplify "Hard Core" Games for "Social" Gamers? [Blog - 01/05/2010 - 04:30]

Try Kingdom Hearts if you ...

Try Kingdom Hearts if you haven't played it. Stat allocation doesn't exist I think been a long time outside of maybe choose a weapon keyblade and there are a minimal number of abilities to learn, and you learn them gradually anyway. Since you're a casual gamer I wouldn't expect you ...

Comment In: Perception Killed the A* (A Star) [Blog - 01/03/2010 - 05:27]

@ Jeremy Well the closest ...

@ Jeremy Well the closest true single player game that I've seen come close to this is Demon's Souls. Other players can invade your game and can be anywhere in the level. That game warns that your game has been invaded though. Also on one level of the game if ...

Comment In: Gamasutra's Top 12 Games of the Decade [Feature - 12/30/2009 - 04:40]

Well metroid prime to me ...

Well metroid prime to me was a very good game, but with so many games in a decade I don't know if I could put it up there. The article is correct in their assessment about it successfully bringing the 2D metroid feel and atmosphere to 3D, something many other ...

[More Blake Nicholas Comments]