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Blogs

Matthew Oztalay's Blog

Member Blogs

Traditional Game Jamming
Posted by Matthew Oztalay on Mon, 08 Mar 2010 03:48:00 EST in Game Design
Game jams seem to be exclusively digital. What's to say those same principles can't be applied to traditional game design?
Read More... | 0 Comments

Student Needs Anecdotes for Paper
Posted by Matthew Oztalay on Thu, 12 Mar 2009 01:03:00 EDT in
Sophomore Game Art and Design student at Ringling College of Art and Design seeks anecdotes from Industry insiders regarding censorship.
Read More... | 0 Comments

   

Matthew Oztalay's Comments

Comment In: How to replace levels in MMOs [Blog - 03/06/2009 - 02:04]

I suppose the location of ...

I suppose the location of the knowledge would depend on the game. In an FPS it makes sense for the knowledge to be with the player, how well you can aim is something the player must cultivate over time. If the game is an RPG, and the player is dealing ...

Comment In: EA's Soderlund: Dead Space, Mirror's Edge Will Be Seen As Successful [News - 03/04/2009 - 06:37]

@Ingrams: In high school my ...

@Ingrams: In high school my teachers always required a page number on papers, saying that if we reached that page count, our papers were successful. Oftentimes I found the opposite to be true, because in pushing a sufficiently succinct paper to reach that page count reduced the quality. Portal, a ...

Comment In: Analysis: Tabula Rasa's Final Moments - A Firsthand Account [News - 03/03/2009 - 05:22]

I never played the game, ...

I never played the game, but watching some of the end of game videos on YouTube nearly brought a tear to my eye.

Comment In: Q&A: Unraveling The Mysteries Of North Side's Bot Colony [News - 03/03/2009 - 05:41]

This game almost slipped under ...

This game almost slipped under my radar, although now I've read about it I'm quite intrigued. I can imagine the developers are quite excited. Reading through the interview, this game seems an excellent study in using context to legitimize the technological limitations. If you cannot recreate human speech patterns and ...

Comment In: The 13 Basic Principles of Gameplay Design [Feature - 02/27/2009 - 04:10]

@ Dave I seem to ...

@ Dave I seem to recall Deus Ex doing what you spoke about in your second paragraph very well. We played through the first level in class the other day, and after we finished our playthrough, our professor showed us everything we missed, and all the things we could receive ...

Comment In: The Pac-Man Dossier [Feature - 02/23/2009 - 04:05]

Very well written, very informative. ...

Very well written, very informative. An excellent window into the level of depth and detail required to design a game.

[More Matthew Oztalay Comments]   

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