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Blogs

John Mawhorter's Blog

A game designer in training. Was a student, then worked at Activision. Now getting my MFA in Playable Media and looking for work at an indie studio. Interested in phenomenology, complex/chaotic systems-oriented game design, physical play, sports design, playground design, toy design, and more...

Member Blogs

The Visible Metagame: A Problem of Community
Posted by John Mawhorter on Fri, 10 Feb 2012 08:18:00 EST in
Now that people can see what's hot and try to copy it, play at every level is being reduced to a paint-by-numbers copy-the-pros affair.
Read More... | 4 Comments

You're Already Keeping Track Of My Every Move, Now Make Use Of It!
Posted by John Mawhorter on Fri, 13 Jan 2012 12:31:00 EST in Design
Using all those collected stats for something useful.
Read More... | 2 Comments

Story-Centric Design Approaches  Featured Blogs
Posted by John Mawhorter on Fri, 06 Jan 2012 02:16:00 EST in Design
Two approaches to design for story-focused experiences.
Read More... | 5 Comments

Game Design Fetishes - What Are Yours?  Featured Blogs
Posted by John Mawhorter on Thu, 15 Dec 2011 04:53:00 EST in Design
Game design fetishes.
Read More... | 30 Comments

Mechanic Breakdown: Jumping in Counter-strike  Featured Blogs
Posted by John Mawhorter on Wed, 30 Nov 2011 06:58:00 EST in Design
A simple game design mechanic breakdown of jumping in CS.
Read More... | 8 Comments

The Death of Bloodline Champions
Posted by John Mawhorter on Wed, 02 Nov 2011 02:40:00 EDT in Design, Console/PC, Indie, Social/Online
A summary of the game Bloodline Champions, with musing on the causes of its lack of success.
Read More... | 2 Comments

[More John Mawhorter Blogs]   

John Mawhorter's Comments

Comment In: How Puzzle & Dragons Does It [Blog - 02/25/2013 - 08:48]

this sounds like the designer ...

this sounds like the designer drug of free-to-play design. thanks for the detailed and accurate analysis, while still keeping it short

Comment In: Proteus: A Trio of Artisanal Game Reviews [Feature - 02/15/2013 - 04:35]

I probably played it for ...

I probably played it for more like 7-12 minutes, actually. Did I miss some interaction that anyone else had Was there some amazing part of the game that I didn 't experience Does looking at the environment for 20 minutes somehow make the mediocre artwork transcendental Like I said, this ...

Comment In: Life after Dyad: Are indie games all grown up now? [News - 07/18/2012 - 01:19]

This game looks cool, but ...

This game looks cool, but is it actually fun What a depressing question to have to ask of indie games. There are games that are worth experiencing merely for their audiovisual splendor Rez, for example , but I can see why reviewers are asking the question. A tough question for ...

Comment In: Fun is Boring [Feature - 07/05/2012 - 04:00]

The main problem with using ...

The main problem with using game references as your design language is simply that games take so long to play, there are so many games and genres , and their immense complexity. Despite this, even in movies or music where the vocabulary is pretty fully developed, the industry guys probably ...

Comment In: Valve hires economist to manage, experiment with its free-to-play games [News - 06/15/2012 - 12:24]

What really needs to happen ...

What really needs to happen is for politicians to hire game designers to fix their economies...

Comment In: Persuasive Games: Process Intensity and Social Experimentation [Feature - 05/23/2012 - 04:00]

actually i 'm trying to ...

actually i 'm trying to influence other people 's perceptions to coincide with mine, since I think mine are quite clear and accurate.

[More John Mawhorter Comments]   

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