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Blogs

Brandon Battersby's Blog

Brandon Battersby graduated Fairleigh Dickinson University in May of 2010, with a fine arts degree in creative writing. He hopes to break into the gaming industry with a position that fulfills his creative drive and utilizes his strong writing and communication skills.

Member Blogs

QR Technology, Big Ideas for Gaming
Posted by Brandon Battersby on Wed, 17 Aug 2011 01:10:00 EDT in Business/Marketing
How QR Technology can unlock more features, monetization, and marketing potential.
Read More... | 0 Comments

Web-Fiction Implements Gaming Features in Design  Featured Blogs
Posted by Brandon Battersby on Fri, 27 May 2011 02:00:00 EDT in Design
There is a push in the literary world to embrace digital media. With that comes new content strategies that I believe publishers/writers can accredit to game developers--a marriage between traditional and digital crafts.
Read More... | 2 Comments

Dodging Disillusionment  Featured Blogs
Posted by Brandon Battersby on Tue, 07 Sep 2010 11:11:00 EDT in Design
How a literary approach to design can keep players grounded in a game.
Read More... | 8 Comments

Does Your Game Have Story Cake or Story Frosting?  Featured Blogs
Posted by Brandon Battersby on Sun, 22 Aug 2010 07:47:00 EDT in Design
Article discusses how story, when implemented as a mechanic of game play, solves inherent problems when story is simply used as filler or backdrop for game play or takes a back seat to the all important action sequence.
Read More... | 13 Comments

   

Brandon Battersby's Comments

Comment In: Learning From The Masters: Level Design In The Legend Of Zelda [Feature - 01/03/2012 - 04:55]

Nice post. Linear design was ...

Nice post. Linear design was one of the biggest pit falls of Rage in my opinion. I felt so restricted in the levels and the paths got repetitive. I went one direction through each level and then looped around back to the beginning. There wasn't even a chance to get ...

Comment In: Skyrim, or How Not to Make a PC Game [Blog - 11/11/2011 - 12:15]

Way to send me vaulting ...

Way to send me vaulting out of my honeymoon state with Skyrim My critical eye hadn't kicked on yet But very good observations Been sharing this all morning.

Comment In: Deus Ex: Non-Revolution? [Blog - 09/02/2011 - 07:31]

Awesome post Kim systems rife ...

Awesome post Kim systems rife with inconsequence and redundancy is the best way to put it. I like how you point out that there is such a thing as too much Player Agency. I never would have thought about it in that light. Plus, the ending illustrates this the best ...

Comment In: Encounter design in shooters 101 [Blog - 08/08/2011 - 08:57]

I really enjoyed this. I ...

I really enjoyed this. I would suggest, if you write another, hope you due, going off of your ideas at the end you include bits about dynamic environments destructibles, traps, movable cover, etc... Thanks again.

Comment In: Story Design Tips: 10 Dialogue Don'ts [Blog - 07/27/2011 - 05:44]

Also, writers for games tend ...

Also, writers for games tend to write like they would for film. Scripts are extremely dialogue heavy. These points are great, but I feel like they are of more use to novelists. Guy, you are, so I am glad you are giving a different perspective, but these guys are right. ...

Comment In: In Defense Of Non-Regenerating Health [Blog - 07/23/2011 - 11:25]

You gotta be a troll. ...

You gotta be a troll. If you're argument is Last time I checked getting shot one or more times usually results in your health steadily deteriorating, not regenerating, until you get worked on by a field medic or undergo surgery in a hospital. What is realistic about absorbing health orbs, ...

[More Brandon Battersby Comments]   

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