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Francisco Souki's Blog
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Francisco is a recent graduate from Carnegie Mellon's Entertainment Technology Center and currently works as a Game Designer at Schell Games. He has spent the past two years designing videogames, interactive installations, theater performances and a digital puppeteering software. Get a hold of him at www.franciscosouki.com
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Expert Blogs
InnerCube:When a 70-person Studio Takes a Chance on Their Employees  |
| Posted by Francisco Souki on Fri, 09 Dec 2011 09:31:00 EST in
Game Design,
Indie
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| Back in August, Schell Games halted production of all projects and let their 70 employees, myself included, work on whatever they wanted for a week. One of the result projects, InnerCube, is now out on the market. Here is what I learned from the process. |
| Read More... | 8 Comments |
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Opinion: What makes a good Party? (of the geeky kind) |
| Posted by Francisco Souki on Fri, 09 Jul 2010 11:16:00 EDT in
Game Design
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| Bow in hand, my super hot archer-chick was standing there, looking at her adventuring party. These were the dudes and girls that had stood by her as she kicked butts across an entire continent. And I could not care less about them. |
| Read More... | 0 Comments |
inFAMOUS and the Illusion of Choice  |
| Posted by Francisco Souki on Sun, 06 Sep 2009 08:28:00 EDT in
Game Design
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| I have just finished playing through inFAMOUS and I’m ready to speak my mind - hot as it might be. This piece will spoil a big part of inFAMOUS and even a bit of Bioshock So be warned. SPOILERS below. |
| Read More... | 11 Comments |
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Design by committee: A conversation with Kyle Gray |
| Posted by Francisco Souki on Mon, 31 Aug 2009 12:38:00 EDT in
Game Design
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| High expectations for Henry Hatsworth meant I had a lot to say when I finally played it. After I posted a note about the game which got featured in Gamasutra, I recieved a surprise email from Kyle Gray, the mind behind the game. |
| Read More... | 0 Comments |
Design Notes: DS starting screens  |
| Posted by Francisco Souki on Wed, 12 Aug 2009 09:51:00 EDT in
Game Design
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| I have been playing Henry Hatsworth for a while now, and have been somewhat enjoying it, though it definitely has its ups and downs. Something I cannot stand, however, is the starting screen. |
| Read More... | 3 Comments |
Phantom Hourglass’ Amazing Mistake  |
| Posted by Francisco Souki on Wed, 08 Jul 2009 12:57:00 EDT in
Game Design
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| In my opinion, The Legend of Zelda: Phantom Hourglass is an amazing game. This is not, however, the point of this post. For in this great game there was one thing, one amazing thing, that I just could not take: the Temple of the Ocean King. |
| Read More... | 2 Comments |
[More Francisco Souki Blogs]
Francisco Souki's Comments
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Comment In: InnerCube:When a 70-person Studio Takes a Chance on Their Employees [Blog - 12/09/2011 - 09:31]
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Hi Lior, We are currently ... Hi Lior, We are currently experimenting with InnerCube on multiple platforms, including mobile/tablet. I can't say what it will or won't be released on, but finding the right way to translate the cube's movement to touch input has definitely been a challenge. |
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Comment In: Phrases Overtakes FarmVille As Top Facebook App [News - 11/22/2010 - 04:39]
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Actually, also according to Inside ... Actually, also according to Inside Facebook, Phrases isn't quite above Farmville. http://www.insidefacebook.com/2010/11/22/phrases-appears-to-but-doesnt-really-pass-farmville-on-this-weeks-list-of-fastest-growing-facebook-apps-by-mau/ |
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Comment In: Evaluating Game Mechanics For Depth [Feature - 07/21/2010 - 04:35]
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Great article Super practical and ... Great article Super practical and to the point. It was interesting to see you mention Narrative Game Mechanics - I wrote a Gamasutra post on that subject a while back, here's the link in case anyone is interested http://www.gamasutra.com/blogs/FranciscoSouki/20090625/2130/Game Mechanics That Tell Stories.php |
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Comment In: Storytelling Through Fragments And Situations [Blog - 03/15/2010 - 05:55]
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Hi Thomas, interesting views in ... Hi Thomas, interesting views in this article. I wrote a piece a while back that you might find interesting as well, it talks about telling stories with game mechanics http://www.gamasutra.com/blogs/FranciscoSouki/20090625/2130/Game Mechanics That Tell Stories.php Cheers. |
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Comment In: Game Mechanics That Tell Stories [Blog - 06/25/2009 - 10:11]
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As far as MGS goes, ... As far as MGS goes, I feel like it always walks a thin line between gimicky and meaningful and I have personally learned to like that as part of their style. I think the game knows this about itself though, and at points doesn't take itself too seriously. On Mirror's ... |
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Comment In: Dramatic Play [Feature - 06/25/2009 - 01:01]
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Stephen, Always makes me happy ... Stephen, Always makes me happy to see more people in the industry quoting and taking seriously Aristotle's poetics, Janet Murray, Propp and more. It really is time video games started to dig deeper into storytelling, meaning and emotion. And some awesome work out there really makes one hopeful. Now that ... |
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