Josh Foreman has been working as an artist/designer in the game industry since '96, on projects including Descent 3, Alter Echo and Guild Wars. He also tumbles down stairs for fun.
Personal Art: http://scrybe.deviantart.com/
An examination and open question about difficulty spikes in Free-To-Play games
“Perhaps, in the nature of things, analytical understanding must always be a basilisk which kills what it sees and only sees by killing.”
C.S. Lewis ~ The Abolition of Man
The final –and probably unnecessary- part of an argument for minimizing cutscenes as story-telling devises.
Here are some ideas for taking the good stuff out of cinematics and incorporating them into the game world.
Can we find a way to take the goodies we get from cinematics and put them into the game world?
Our industry is relying on linear narrative breaks that undermine player Agency, which should be the cornerstone of our art form.
[News - 11/20/2014 - 04:22]
[News - 10/29/2014 - 04:31]
On the one hand I ...
On the one hand I appreciate this approach. On the other, I don 't think I could get emotionally invested in a project that I knew was likely to get canned at some point.
[Blog - 10/22/2014 - 03:19]
Yeah... I don 't know. ...
Yeah... I don 't know. I 'm trying to follow this logic to its natural conclusion. Just off the top of my head, what 's the worst thing I can think of, and now pretend it 's a game. So someone makes a baby raping game. Is this good for ...
[News - 08/26/2014 - 04:05]
As an environment artist on ...
As an environment artist on a AAA game I can attest that what he 's saying makes sense. But it 's really interesting seeing the reactions here. The stuff they are innovating is perhaps too subtle to make a difference to non-artists.
[News - 09/04/2014 - 04:48]
[Blog - 08/26/2014 - 12:40]
Thanks for laying out these ...
Thanks for laying out these categories. I feel the same way you do, but maybe with this lens I 'll be able to incorporate them into my early design more holistically.