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
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.
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.
[News - 08/12/2014 - 11:56]
Indie has come to mean ...
Indie has come to mean smaller projects for a lot of people, and this just continues that conflation. r n r nI do think it 's good for big studios to be funding smaller, Indie -style projects. It seems to have worked out pretty well for Sony and Ubisoft. That ...
[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.
[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
[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.
[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 ...
[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 ...