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Blogs

Finn Haverkamp's Blog

My name is Finn Haverkamp. I a recent graduate of Warren Wilson College with a BA in Creative Writing. I am an aspiring video game journalist, ludologist, and designer. Please see my full blog at http://invisiblestudio.blogspot.com

Member Blogs

Air Traffic Controller: The Game
Posted by Finn Haverkamp on Thu, 28 Apr 2011 02:04:00 EDT in Design, Serious
There have been many reports lately that late-shift Air Traffic Controllers are falling asleep on the job. What can game design do to keep Traffic Controllers more engaged, and more alert?
Read More... | 1 Comments

Left 4 Dead 2's Marvelous Mutations  Featured Blogs
Posted by Finn Haverkamp on Wed, 29 Sep 2010 03:36:00 EDT in Design
Discusses Valve's official Left 4 Dead 2 Mutations, particularly Follow the Liter and Healthpackalypse.
Read More... | 2 Comments

Enacting Experience  Featured Blogs
Posted by Finn Haverkamp on Tue, 25 Aug 2009 01:40:00 EDT in Design
Discusses the technique of enacting experience, or matching content to meaning. Looks at how three Flash games use the technique to make for a more powerful experience.
Read More... | 0 Comments

   

Finn Haverkamp's Comments

Comment In: A Journey to Monaco: Andy Schatz Looks Back [Feature - 04/18/2013 - 04:05]

A potter was demonstrating at ...

A potter was demonstrating at an arts festival. He threw a very fine mug in front of a crowd, and a spectator said, how can you charge thirty dollars for something that took you ten minutes to throw The potter replied, It didn 't take me ten minutes to throw ...

Comment In: Player Skill, Character Skill, and Skill Progression Systems [Blog - 02/05/2013 - 07:02]

Mark of the Ninja has ...

Mark of the Ninja has a fun skill progression system. None of the upgrades are essential, but they do allow players to diversify or focus their play-styles. For example, one upgrade allows players to stealth kill from a hiding spot. More combat focus skills include new attacks, like a dash-slide ...

Comment In: An Alternative to Achievements [Feature - 01/25/2013 - 04:45]

I think Bastion 's Idol ...

I think Bastion 's Idol system is an example of variants. Idols are self-imposed challenges to make the game more difficult. They serve both as a difficulty adjuster and a signifier of accomplishment, though there is no record stored for Idol use except for a number of achievements, ironically, that ...

Comment In: Peter Molyneux: Everything's Changing [Feature - 09/28/2012 - 04:15]

Could anybody please clarify this ...

Could anybody please clarify this quotation r n r n And the number of taps required on the last surface will be the number of active users, so everyone will get one tap, and that 's going to be frantic. r n r nIf I 'm reading this correctly, I ...

Comment In: Opinion: Are Games Too Much Like Work? [News - 09/04/2009 - 05:14]

I have just completed Grand ...

I have just completed Grand Theft Auto IV. It took me 40 hours. That's a long time. I imagine most people completed the game much quicker, but I didn't really get good at the game until three-quarters through, meaning I died a lot, and lost a lot of missions. In ...

Comment In: Opinion: Viva Less Ambitious, More Accessible Games? [News - 11/07/2008 - 04:04]

You make good points. For ...

You make good points. For the same reason people read genre-fiction: horror novels, spy novels, mystery novels, romance novels, genre-games as they might be called are simple and easy to enjoy. I also like your idea of building off of a genre or system and refining bit by bit that ...

[More Finn Haverkamp Comments]   

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