| The Procession of Progression in Game Design |
| Posted by Josh Bycer on 05/23/13 11:10:00 am
in
Design
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| Progression in Game Design can be tracked between the player themselves and the game. In today's post I'm going to take analyze the two and their intended effects on game design. |  |
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| Xbox One: a flawed plan, well executed |
| Posted by Nicholas Lovell on 05/23/13 09:43:00 am
in
Business/Marketing,
Console/PC
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| The Xbox One misses the mark because it is the culmination of a strategy formulated in the 1990s. It is a weapon to win the battle of the living room, when the real battle is for the personal screen. |  |
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| Letting the Player Find the Fun |
| Posted by Ben Serviss on 05/23/13 09:15:00 am
in
Design,
Console/PC,
Indie
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| Are hand-holding tutorials holding games back? Starseed Pilgrim offers lessons in increasing player discoverability. |  |
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| Using Small Studios As Stepping Stones In Your Career |
| Posted by Brice Morrison on 05/23/13 08:25:00 am
in
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| Many students have a favorite game or a favorite game studio: Nintendo, Infinity Ward, Rockstar. However when I advise students and parents, I always make sure to tell them not to limit themselves. You should look at small studios as stepping stones. |  |
| Read More... | 3 Comments |
| Maturity, Challenge, Art and Games |
| Posted by Derek Yu on 05/22/13 09:05:00 pm
in
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| When it comes to evaluating the "maturity" of video games as an art form, what should we be thinking about? Some recent online discussions have prompted me to write a little something on this sometimes frustrating topic. |  |
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Combat Analysis: Guacamelee  |
| Posted by Ben Ruiz on 05/22/13 07:02:00 pm
in
Design,
Indie
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| As a combat designer, I do a lot of meticulous and thorough analysis of other game's combat mechanics and systems. My most recent analysis was of Drinkbox Studio's Guacamelee on PS3 and Vita. |  |
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| Take Your Planet to Work Day! (dev just got real) |
| Posted by Matthew Hodge on 05/23/13 12:45:00 pm
in
Design,
Indie
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| Tomorrow (Friday the 24th) I will be starting a social experiment in audience building. I'm going to live stream my work day. I'll be working on animation and modelling for two projects, and some scripting in Unity3D. Chat will be available... |  |
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| The Power of Friendship while Being and Asshole, or the Doormat NPC |
| Posted by Mark Filipowich on 05/23/13 09:04:00 am
in
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| Maybe a game doesn’t have to explore every facet of interpersonal relationships but it should certainly hold the player accountable for being an asshole. There should be more to relating to a game’s NPCs than sitting down and nodding. |  |
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| HDR Audio in Wwise: Best Practices (so far) |
| Posted by Rev Dr Bradley Meyer on 05/23/13 01:48:00 am
in
Audio
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| Learn some best practices learned (so far) in using the new HDR audio feature in Wwise 2013.1. Originally published here: http://bit.ly/11OdWRS |  |
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| Xbox One: why single-use codes are good for indie games |
| Posted by Olivio Sarikas on 05/22/13 08:23:00 pm
in
Business/Marketing,
Console/PC
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| Are single-use codes the worst idea Microsoft had so far?
Yes! It´s Zune-tastic.
But this move by Microsoft opens some great opportunities for indie game developers. |  |
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The World of Lennus: A Game Design Analysis  |
| Posted by Zack Wood on 05/22/13 06:13:00 pm
in
Design,
Serious
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| An analysis of the game-world created by SNES cult classic "Paladin's Quest" (AKA Lennus). |  |
| Read More... | 4 Comments |
| Xbone - A Call To Arms |
| Posted by Gerald Belman on 05/22/13 05:07:00 pm
in
Console/PC,
Business/Marketing
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| Xbox was hard enough to say. Xbox 360 was even harder. Now we've got Xbox One. But the brave men and women of the internet are fighting back. Just when you thought they were beaten, they give you: the Xbone. |  |
| Read More... | 2 Comments |