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December 5, 2016
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James Hofmann's Blog   Expert Blogs

 
I am a professional game designer with a B.A. in Economics and a serious bent towards coding and scripting.
 

Expert Blogs

Posted by James Hofmann on Wed, 12 May 2010 03:13:00 EDT in
Just a quick update, I haven't been active here in a while. I just released Deep Sea Descent, the product of about 10 months of work. Here's the retrospective.


Posted by James Hofmann on Tue, 12 Jan 2010 11:13:00 EST in
Some thoughts on Scrum and dealing with subjective tasks within that system.


Posted by James Hofmann on Sun, 01 Nov 2009 05:48:00 EST in Production
Some thoughts on game production processes when working solo.


Posted by James Hofmann on Mon, 10 Aug 2009 04:21:00 EDT in Design
Thoughts on the concept of game "formats" as templates for game "designs."


Posted by James Hofmann on Tue, 14 Jul 2009 10:26:00 EDT in Design
A lengthy discussion of the relationships between skill, patterns, and randomization, and how they affect games.


Posted by James Hofmann on Tue, 09 Jun 2009 06:15:00 EDT in Design
A summary of game design elements as metaphorical forms of money, and how video games are implicitly abundant economies.



James Hofmann's Comments

Comment In: [Blog - 10/12/2016 - 10:31]

I looked at the trailer. ...

I looked at the trailer. Here are my thoughts. r n r nThe very, very first impression, in that trailer, is that it 's a switch-flipping puzzle platformer. This isn 't good if the focus is supposed to be on being a cool necromancer kid. And we don 't have ...

Comment In: [Blog - 02/03/2015 - 02:59]

MDA is often read simulationistically, ...

MDA is often read simulationistically, to center its bullet-point definition of mechanic as the particular components of the game, at the level of data representation and algorithms. However, reading the paper further uncovers this different definition: Mechanics are the various actions, behaviors and control mechanisms afforded to the player within ...

Comment In: [Blog - 12/04/2013 - 06:40]

Twitter is most immediately useful ...

Twitter is most immediately useful for its serendipitous abilities to meet like minds over time. One big mistake I often see is to act as if it 's a rolodex tool where you only follow based on prior contact and dutifully pay attention to every single sentence anyone says - ...

Comment In: [News - 06/17/2013 - 05:18]

I think the biggest issue ...

I think the biggest issue is that designers tend to shortcut into a tautological system - here is a truth as I understand it, accept my truth and you will master the game. It 's a criticism applicable to the majority of video games, but is particularly easy with respect ...

Comment In: [Blog - 03/29/2013 - 09:45]

This article amounts to I ...

This article amounts to I only want to see people use nice-nice tactics. That would be wonderful, but also profoundly ignorant of how political and social thought works. r n r n Can 't we all get along is a tactic of preference for incumbents who want to silence debate, ...

Comment In: [Blog - 03/13/2013 - 03:18]

Variable sampling resolution makes it ...

Variable sampling resolution makes it harder to test for exploitable glitches. For example, if a character jumps over a wall, and then the time is reversed at a low enough sample rate, the character will interpolate through the wall. Then the player stops reversal at that moment, and gets that ...