Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Blogs

Francisco Souki's Blog

Francisco is a Graduate student at Carnegie Mellon's Entertainment Technology Center and, for the Summer, an Intern Game Designer for Schell Games. He lived in Caracas, Venezuela for approximately 95% of his life and the outcome of an FC Barcelona match can determine his mood for an entire week. Get a hold of him at www.franciscosouki.com

Member Blogs

inFAMOUS and the Illusion of Choice  Featured Blogs
Posted by Francisco Souki on Sun, 06 Sep 2009 08:28:00 EDT in Game Design
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

Design by committee: A conversation with Kyle Gray
Posted by Francisco Souki on Mon, 31 Aug 2009 12:38:00 EDT in Game Design
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  Featured Blogs
Posted by Francisco Souki on Wed, 12 Aug 2009 09:51:00 EDT in Game Design
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  Featured Blogs
Posted by Francisco Souki on Wed, 08 Jul 2009 12:57:00 EDT in Game Design
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

Game Mechanics That Tell Stories  Featured Blogs
Posted by Francisco Souki on Thu, 25 Jun 2009 10:11:00 EDT in Game Design
There is a particular kind of interactive storytelling that I find more compelling than the others, even though I do not really think it holds the key to the zenith of interactive storytelling: game mechanics that tell stories.
Read More... | 11 Comments

   

Francisco Souki's Comments

Comment In: Game Mechanics That Tell Stories [Blog - 06/25/2009 - 10:11]

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 ...

Comment In: Dramatic Play [Feature - 06/25/2009 - 01:01]

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 ...

Comment In: Game Writing From The Inside Out [Feature - 03/18/2009 - 06:55]

To further a point that ...

To further a point that is made in the article, I think game mechanics and story should work together tightly at all times during production. It makes me so happy when I can sense that a game mechanic in a game is reinforcing the story, because it does so much ...