Glen Cooney's Blog
Lead Designer and Producer for Terrachanics, a mobile puzzle game created for the U.S. Department of Energy. Having overcome some major challenges in his life and career, he is intent on drawing as many lessons from the experience as possible and share his insights with the game developer community.
He currently lives in the Boston area and is actively seeking to line up his next game project.
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.
A personal postmortem on creating a mobile title for the U.S. Department of Energy while battling depression. Part 1 sets the stage for the circumstances entering into the project.
What if the drama of Game of Thrones was made into a multiplayer video game? I examine this question by looking at how several recent board games have gone beyond getting players playing together into actually telling compelling stories.
Emotional pandering, or heartfelt exploration of the human condition? I examine the power of emotion-driven narrative, alongside other forms of engagement, and how to maximize your hordes of dogmatic fans while keeping the haters to a minimum.
Are exploits really so bad? Is iteration just a tool for fixing problems, or can it help us find new solutions? I examine these questions by taking a look at the exploits of Warcraft III alongside the ever elusive phenomenon of the "Ascended Glitch".
Is Skryim a game about loot or exploration? I discuss how the mechanics of Skyrim fail to support the breadth and size of the game, and steps designers can take to avoid design dissonance and make players feel like your game is worth their time.
Glen Cooney's Comments
[Blog - 09/12/2014 - 07:50]
Thanks Thomas r n r ...
Thanks Thomas r n r nWhen it comes to the dark side of volunteers, the biggest lesson I 've learned is that intention is not enough. Going the humanitarian route as I tried to do can work, but you really need to be deliberate in your actions and be willing ...
[News - 02/08/2013 - 01:18]
@ Brion r n r ...
@ Brion r n r nI think you are looking at what constitutes good story a bit narrowly here. For visual media movies and video games , the story is told through more than just the dialog, but through the art style, music, and in the case of games the ...
[Blog - 05/11/2012 - 09:39]
I think he makes some ...
I think he makes some valid points in his review there, and it does bring up some interesting questions. Obviously, speaking purely in terms of sales, a game that is good and accessible is the best a developer could hope for. But if a game has more of a niche ...
[Blog - 05/06/2012 - 03:04]
What you are talking about ...
What you are talking about is a whole other beast entirely. The whole are game 's art debate. I plan on weighing in on that myself in a future post, but it 's not what I was going for here. r n r nI don 't think lore in WoW ...
[Blog - 04/06/2012 - 05:43]
[News - 04/06/2012 - 03:29]
I definitely agree that it ...
I definitely agree that it is better to limit player choices in most cases, and that those choices should be made both interesting and feel appropriately weighty. r n r nI got into a discussion over one of my other blog posts talking about how, in my opinion, Deus Ex: ...