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November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
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November 21, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
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Blogs

Carl Trett's Blog

Game Design Process, Mechanics, Visual Communication, Iterative Design, The Science of Game Design, Game Design as Art, and the future of interactivity in modern media and culture.

Carl Trett's Comments

Comment In: Analysis: Turn-Based Versus Real-Time [News - 11/06/2009 - 05:08]

I have to agree with ...

I have to agree with Adam here Roberto. Unless your '...' was meant to label the post as sarcasm. Sports certainly are both played in real-time and have a massive strategic component. Though RTS players have learned that to be competitive they need to reduce the time it takes to ...

Comment In: CEDEC 09: Keynote - Gundam Creator: 'Video Games Are Evil' [News - 09/02/2009 - 11:34]

Forgive if I'm way off ...

Forgive if I'm way off base here, but wasn't he simply voicing the most extreme concerns of the mass market Wasn't this a bit of extremism to make a point. I don't think he was trying to be hypocritical, he was simply voicing the concerns of the fringe and making ...

Comment In: Opinion: Mother Theresa Or Hitler? Designing for Ambiguous Moral Choice [News - 07/09/2009 - 05:01]

I love that the subject ...

I love that the subject of morality-design in games get's this much attention. Honestly, and this is just an opinion, but I don't believe it is possible to design meaningful 'consequences'. The problem stems from the fact that everyone feels something different in every experience whether in real life or ...

Comment In: E3: Peter Moore: Do We Need a Controller? [News - 06/04/2009 - 11:40]

There definitely needs to be ...

There definitely needs to be a blend of the motion sensing with something physically manipulated by the player in my opinion. Boxing on the Wii is alright with the hand held controllers, but the experience really breaks down when your characters start getting hit and your movements no longer are ...

Comment In: Analysis: The Universal (Brain-Eating) Appeal Of Plants Vs. Zombies [News - 05/20/2009 - 05:03]

Best 10 bucks I've spent ...

Best 10 bucks I've spent in a long while. Thanks for writing the article. I'd like to drop the 'casual' and 'hard-care' monikers all together. Neither one helps define the demographics, and worse they pigeon-hole some publishers into certain design mentalities that are injurious to the creative process. If Pop-cap ...

Comment In: Examining Game Pace: How Single-Player Levels Tick [Feature - 05/12/2009 - 02:55]

The musical analogy is one ...

The musical analogy is one that I try to use in every level I make. I draw flow diagrams before I start anything else. Basically a beat chart that is the backbone of my musical piece/level. I then fill all the valleys, troughs and mountain peaks with little musical bits ...

[More Carl Trett Comments]