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.
[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.
[Blog - 07/30/2014 - 06:39]
[Blog - 06/11/2014 - 11:11]
Did you try a small ...
Did you try a small camera jerk and reset Like if you conk your head. That MIGHT ameliorate the disassociation between camera and body by hiding the disconnect in the visual noise.
[Blog - 05/28/2014 - 10:25]
[Blog - 05/03/2014 - 06:31]
[News - 05/01/2014 - 11:38]
Yeah, at first I was ...
Yeah, at first I was like Of course this would happen . But on further reflection this is a more nuanced issue. It sounds like Carmack wanted to go one direction, and his employer wanted him to do other stuff. But he was clearly spending his time as an employee ...