Mike Stout's Blog
Who am I?
My name is Mike Stout and I've been a professional Video Game Designer for more than 13 years.
What games have I worked on?
With Insomniac Games:
- Ratchet and Clank 1, 2, and 3 (Playstation 2)
- Ratchet: Deadlocked (Playstation 3)
- Resistance: Fall of Man Multiplayer (Playstation 3)
- Ratchet and Clank: Into the Nexus (Playstation 3)
- Ratchet and Clank (Playstation 4)
- Skylanders: Spyro's Adventure
- Skylanders: Giants
- Skylanders: Swap Force
- Skylanders: Trap Team
What am I doing nowadays?
These days I'm producing educational materials about Game Design via my Patreon campaign ( https://www.patreon.com/mikedodgerstout ), and making games in my spare time.
One thing I need to do a lot is come up with ways to get players to do what I want them to do. For example, if I design a game about exploration and find that players are not focusing on that -- I need to give them a reason to change.
Best practices for letting the player know what questions your enemies are asking.
There are a lot of “things” that make up a game, and I like to break them down into three categories – like smashing an atom into a proton, a neutron, and an electron. They apply at every level of my decision making process...
This installation is on a concept I call “Paths” (one or more Ramps connecting parts of a game). I’m going to need this concept to explain something else further down the line, so I wanted to outline it now.
In this article, I'm going to show you a trick I like to use that helps me create good pacing in my designs.
This week I'm going to introduce the subjects of "Intensity" and "Ramps," which I'll define later on. I'll be developing these concepts further next week when I talk about how knowing about these helps you decide what Archetypes go in a Setup.
Mike Stout's Comments
[News - 09/08/2015 - 04:01]
I love that video. His ...
I love that video. His analysis a perfect example of what I was talking about. I was going to put a link to it, but I was a bit uncomfortable recommending it without a content warning -- and man, does it need a content warning.
[Blog - 08/12/2015 - 01:04]
[Blog - 06/15/2015 - 05:44]
A dimension can be a ...
A dimension can be a spectrum or a binary choice. For example, if you added a shielded/unshielded sort of mechanic, that would be a binary choice and not a spectrum.
[Blog - 06/22/2015 - 06:35]
Just wrote a pretty long ...
Just wrote a pretty long reply and I think Gama ate it, so in case it doesn 't post -- here 's the gist of what I was saying. r n r nGood point on the all-combat examples I 'll try to use more non-combat ones in the future, after ...
[Blog - 06/05/2015 - 01:14]
I will get into that, ...
I will get into that, yeah. In short form it 's basically because there 's a lot of lists of three in it and because at the end it reduces to 3 recursive principles, if I do it right. :
[Feature - 01/03/2012 - 04:55]
Oh yeah, you can totally ...
Oh yeah, you can totally shorten up your path to the end with bombs. I didn 't do that mainly because I felt that in those cases using the bomb was optional, and I was attempting to avoid the optional paths. r n r nIt would be really interesting, though, ...