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Blogs

Josiah Colborn's Blog

Art Director for Novo Interactive LLC (www.novo-interactive.com)

Creative Lead for Super X Studios

Husband and Father of 2 in Seattle area

Josiah Colborn's Comments

Comment In: Pitch Worlds, Not Mechanics [Blog - 06/01/2011 - 03:57]

I think that the most ...

I think that the most compelling game ideas, and certainly the most inspiring when you are imagining game designs, are the ones whose worlds and game designs are entangled. As Joe Cooper states, when the world fully supports the game design, and vice versa, you end up with a game ...

Comment In: Handcuffing the player - Forcing cooperative game-play and why it is wrong. [Blog - 02/04/2011 - 02:34]

Multiple Yetis is probably the ...

Multiple Yetis is probably the most challenging scenario the game has to offer in single-player. The way I got through it is this: Time Slow RE Magick Create a strong earth wall DDDDE Shift Right Click -- It takes them many hits to get through one chunk of wall, and ...

Comment In: Action Adventure Level Design: Pacing, Content, and Mood [Feature - 05/27/2010 - 04:30]

I feel like this lesson ...

I feel like this lesson especially is something that I will have to re-read as I continue design work. Your lessons have packed a wealth of fantastic design information that, while is obviously most applicable to action adventure games, has sound concepts to communicate to most genres. Thank you for ...

Comment In: Microsoft Sues Datel For Controller Patent Infringement [News - 04/02/2010 - 10:02]

I'd love to know the ...

I'd love to know the answer to Carey's question. D-Pad, thumbstick, vibration, triggers and stick-clicks have all been done BEFORE Microsoft came to the console controller party.

Comment In: Analysis: Borderlands & The Anatomy Of A Gun [News - 11/24/2009 - 05:04]

NOTE: There ARE separate Claptrap ...

NOTE: There ARE separate Claptrap icons for Revolvers and Repeaters. Yeah, it's true. It would've been a better example to state that the icons don't show the difference between a machine pistol and a semi-automatic repeater. Or a 3-shot burst combat rifle and a full-auto machinegun combat rifle. One of ...

Comment In: Small Developers: Minimizing Risks in Large Productions - Part II [Feature - 11/19/2009 - 05:20]

I suppose I could see ...

I suppose I could see how this information would be useful if somebody had never developed a game before. Some good reminders for those of us that have, I suppose. Just no real solutions.

[More Josiah Colborn Comments]   

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