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Blogs

Michel McBride-Charpentier's Blog

Member Blogs

Acoustic Ecologies: Half-Life 2’s City 17  Featured Blogs
Posted by Michel McBride-Charpentier on Mon, 09 May 2011 06:05:00 EDT in Game Design, Console/PC
A short soundwalk through City 17 reveals a complex acoustic ecology. Using established soundscape terminology and an open ear I try to establish some techniques for thematically integrating a soundscape with the level design.
Read More... | 10 Comments

Adding a Little Performance to Everyday Play  Featured Blogs
Posted by Michel McBride-Charpentier on Tue, 11 Jan 2011 02:31:00 EST in Game Design
An approach to designing the circumstances and expectations that turn normal play into performance through moments of "dramatic realization" (an idea borrowed from Irving Goffman's "The Presentation of Self in Everyday Life").
Read More... | 0 Comments

Affordance Design in Half-Life 2  Featured Blogs
Posted by Michel McBride-Charpentier on Sun, 02 Jan 2011 07:43:00 EST in Game Design
The concepts of perceptible, hidden, and false affordances are briefly examined as applied (effectively and not) to various objects in the first level of Half-Life 2.
Read More... | 3 Comments

Opportunistic Play  Featured Blogs
Posted by Michel McBride-Charpentier on Fri, 02 Apr 2010 08:35:00 EDT in Game Design
Opportunistic play can be a lens through which to view and design certain game systems. It is a design lens, or methodology, in the same vein as Clint Hocking's notion of improvisational play.
Read More... | 3 Comments

Round Table - The Music Form Synesthaesia of Audiosurf
Posted by Michel McBride-Charpentier on Sat, 26 Sep 2009 01:43:00 EDT in Game Design
Unfortunately I am going to have to be a bit poncy here because I want to suggest that Audiosurf -- a game made by an individual and not a university team of researchers -- is about exploring the sensations and experience of synesthaesia.
Read More... | 0 Comments

Introduce a Little Anarchy
Posted by Michel McBride-Charpentier on Sat, 19 Sep 2009 01:43:00 EDT in Game Design
I'd like to show how the stealth combat areas in Arkham Asylum are all about intentional play and maybe needed more improvisation.
Read More... | 0 Comments

[More Michel McBride-Charpentier Blogs]   

Michel McBride-Charpentier's Comments

Comment In: Acoustic Ecologies: Half-Life 2’s City 17 [Blog - 05/09/2011 - 06:05]

An entitity called sky camera ...

An entitity called sky camera is used to mark the position of the map's origin inside the 3D Skybox. As your position changes relative to the maps origin it will be scaled and applied relative to the sky camera. It's a real-time projection from a camera inside the 3D skybox ...

Comment In: Lifting The Designer's Curse [Feature - 01/25/2011 - 04:45]

Insightful I'd love to read ...

Insightful I'd love to read another 3 pages on the role of the level designer. I'm not sure the top down approach from intention to realization is always practical or possible. Form Follows Function is the classic design aphorism, but in AAA games I think Form Follows Fun might be ...

Comment In: GDC Europe: To Succeed In Free-To-Play, 'Exploit Human Weaknesses' [News - 08/18/2010 - 10:57]

Don't these companies have PR ...

Don't these companies have PR people smart enough to think it might not be a good idea to publicly announce to your peers and audience that YOU'RE EVIL. I know a lot of these companies are full of sleazeballs but what I find incredible is that there are people like ...

Comment In: Princeton Review Names USC Top Game Design School [News - 03/01/2010 - 06:43]

@Andrew That was good advice ...

@Andrew That was good advice 5-10 years ago, and still is to a certain extent now, but these programs are really coming into their own and teaching the kind of skills you can't get sitting in your dorm room or basement working with a mod team scattered across the world. ...

Comment In: DICE 2010: Uncharted 2 Leads AIAS Winners With 10 Awards [News - 02/19/2010 - 02:26]

Scribblenauts did not deserve to ...

Scribblenauts did not deserve to sweep the portable categories. Very strange. edit: oh I thought there were three portable categories. In any case, innovation award, sure, but I thought everyone agreed the execution and actual design fell short. Guess the judges saw something nobody else did.

Comment In: Uncharted 2, Flower, ACII Lead 10th Choice Award Nominations [News - 01/19/2010 - 02:07]

Ok that description is a ...

Ok that description is a little more clear. But I still don't see how distribution method has anything to do with the game itself. Were Spider and Flight Control even considered under Downloadable Some kind of casual or smaller game category would probably be more appropriate.

[More Michel McBride-Charpentier Comments]   

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