Brandon Kidwell's Blog
I'm a level designer with a passion for making worlds come to life. I have 9 years experience as a quest designer and systems designer for Live Action Role-playing games. I find inspiration from Fantasy Novels, Manga, Anime, and Games. I'm looking for ways to build stronger games through cohesive design between mechanics and narrative.
A brief overview of the process used for building the world in Hollow.
Here are my top 5 games from 2014. These 5 are the ones that hit a spot when playing that many of the other games did not. These are my opinions, so you may not agree with them and that's ok!
My thoughts & opinions on Mechanic Traps.
Mechanic Trap: A mechanic purposefully or accidentally designed to look beneficial to the player but doesn’t provide appropriate benefit.
Games are meant to be entertainment. Just like any other source of entertainment the goal is to provide this entertainment for a fee. Different models of payment helps different types of games...
Did you know that majority of games, especially competitive games do not support color blindness?
Something that seems to come up over and over these days is how difficulty in games is decreasing, causing seasoned gamers to look elsewhere and involving more casual players. To an extent this is somewhat true, but I believe it is important to have games
Brandon Kidwell's Comments
[News - 05/26/2017 - 04:01]
Slack is great for communication, ...
Slack is great for communication, even collaboration but it is not a tool for tracking and organizing data and conversation. I hope that the addons continue to grow and the service flourishes into an even greater tool.
[News - 05/23/2017 - 05:22]
[News - 04/07/2017 - 03:07]
He did a great job ...
He did a great job maintaining the overall theme but but branching into various emotions. I 'm not sure I can feel the leitmotif aspects but I was getting a hint here and there.
[News - 02/17/2017 - 04:51]
I believe that the numbers ...
I believe that the numbers game is fine, it is merely pandering to the gamist side of the target audience. I will agree that RPGs as of late could do more with dialogue and interactions. It would be nice to place more emphasis on narativist content and figure out systems ...
[Blog - 11/17/2016 - 10:39]
Nice article. Producers can double ...
Nice article. Producers can double as designers and as such can handle tasks among the game development itself. However, both talents and skillsets seem to be shrugged off by programmers and artists which really hurts the whole system. The Designer and Producer are skillsets that most artists and programmers think ...
[News - 09/21/2016 - 07:10]
The comment about games education ...
The comment about games education stood out to me. Check out the Florida Interactive Entertainment Academy. Their program seems to be in-line with your general comments on what needs to be taught in preparation for working in the larger spaces. Just an exchange of info