Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Blogs

Mark Venturelli's Blog   Expert Blogs

Mark Venturelli is Lead Designer at brazilian independent developer Kranio Studio, and is currently working on an original PSP title.

Expert Blogs

Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study  Featured Blogs
Posted by Mark Venturelli on Sat, 07 Nov 2009 10:57:00 EST in Game Design
A look at design principles related to space of possibility and how to pace your casual game designs
Read More... | 10 Comments

   

Mark Venturelli's Comments

Comment In: iPhone Piracy: The Inside Story [Feature - 11/18/2009 - 02:55]

@Luis: don't cross the trolling ...

@Luis: don't cross the trolling line, please. People are making valid points here, and we are talking about piracy of really small games made by very few people.

Comment In: Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study [Blog - 11/07/2009 - 10:57]

@Luis, that's exactly what I ...

@Luis, that's exactly what I meant. One of the most used conventions in hardcore shooters these days is the use of only one or two weapons at any given time, instead of the 10 weapons of old-school shooters I believe it was Halo that made this popular, correct me if ...

Comment In: Small Developers: Minimizing Risks in Large Productions - Part I [Feature - 11/03/2009 - 06:55]

Great read I'm waiting for ...

Great read I'm waiting for the follow-up

Comment In: VGS 09: Game Designers - Everything You Know Is Wrong [News - 10/30/2009 - 02:47]

... 'If it helps to ...

... 'If it helps to create conflict, fairness and unfairness can be used as tools to create those conflicts and add tension to the game world'. In short, 'If we believe a game world is a reflection of the real world, the concept of fairness in a game should not ...

Comment In: SOE, Wizards Of The Coast Announce Online Magic TBS [News - 11/02/2009 - 10:25]

They really named it Magic ...

They really named it Magic Tactics Oh, well, I love Magic and I hope this turns out to be a great game.

Comment In: The Value of Game Ideas [Blog - 10/27/2009 - 03:21]

And really, sorry about the ...

And really, sorry about the double post, but whoever thinks that a GDD has any other use than just communicating the rest of the team of stuff that was proved through prototyping/iteration should not call themselves designers .

[More Mark Venturelli Comments]