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Connor Fallon's Blog

 

I'm a Game Designer at Schell Games in Pittsburgh.

I graduated from Carnegie Mellon University, where I ran a club called Game Creation Society. While there, I worked on games about killer bees, intrepid astronauts, vampiric social network invasions, doomed lovers, rogue fictional characters, artists with cancer, and evil communist chickens.

Now that I'm a professional though, everything is much more serious. Well. No, actually it's mostly the same. 

You can follow me on twitter here: @ConnorEFallon

 

Member Blogs

Posted by Connor Fallon on Mon, 07 Apr 2014 02:17:00 EDT in Design, Console/PC, Indie
Enemy Mind’s appeal comes from mixing familiar retro gameplay with the powerful ability to become your enemies. When it became clear that this new mechanic was conflicting with the shmup formula, we had to find new ways to capture the classic feel.


Posted by Connor Fallon on Wed, 21 Aug 2013 08:35:00 EDT in Design, Indie
What was conceptually a simple, fun project - reappropriate the mechanics of the "Ace Attorney" series to better suit a philosophical debate - turned out to present a number of interesting design challenges and lessons.



Connor Fallon's Comments

Comment In: [News - 06/30/2014 - 01:08]

But if there is a ...

But if there is a notable segment that finds that compelling, what would the problem be It 's not like shooters and other more mechanic driven games are going to dissappear. r n r nDiversification of the types of games can only be a good thing, I feel.

Comment In: [News - 06/12/2014 - 11:16]

This is a great and ...

This is a great and creative use of the technology and I would love to have the chance to try it sometime. Too bad I am on the wrong coast

Comment In: [Blog - 04/29/2014 - 11:47]

They Paying by watching at ...

They Paying by watching at ad thing is super interesting. Is there a reason why other games have not tried this I 'd imagine the margins are much lower.

Comment In: [News - 04/28/2014 - 03:53]

I had a chance to ...

I had a chance to play Bounden at the Experimental Gameplay workshop with some of the creators, and it was really cool. I found it worked best when the motions were slower, because as this article notes, failing is harder to take socially and also there was something really charming ...

Comment In: [Blog - 04/23/2014 - 09:01]

This was a lot of ...

This was a lot of fun to read, and I may actually refer people to this article when they ask what I do. Though, the comedy does seem to skew heavily towards AAA dev. r n r n Let 's just make all our doors archways and save us the ...

Comment In: [Blog - 04/07/2014 - 02:17]

Thank you ...

Thank you