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Mike Stout's Blog   Expert Blogs

 

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)


With Activision:

  • 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.

 

Expert Blogs

Posted by Mike Stout on Mon, 29 Jun 2015 01:49:00 EDT in Design
Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field.


Posted by Mike Stout on Mon, 22 Jun 2015 06:35:00 EDT in Design
In this article, I elaborate more on what I mean by "Game Mechanic" -- a term I used quite loosely in article #2.


Posted by Mike Stout on Mon, 15 Jun 2015 05:44:00 EDT in Design
In this installment in the series, Mike goes over a concept he introduced in the previous article called "Choice Fields" -- a method for wrapping one's brain around designing emergent gameplay.


Posted by Mike Stout on Fri, 05 Jun 2015 01:14:00 EDT in Design
The first article in a series. I begin a framework so I can discuss a design methodology based on the idea that game design is a conversation between designers (who ask questions and provides tools) and players (who answer questions with the tools).



Mike Stout's Comments

Comment In: [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 ...

Comment In: [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. :

Comment In: [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, ...

Comment In: [Feature - 02/10/2012 - 04:00]

It seems to me like ...

It seems to me like there are at least two types of players who want different things. One type likes to FEEL smart, or powerful. The other wants to solve problems that require them to BE powerful or smart, or whatever. I've seen these groups over and over again in ...

Comment In: [Blog - 01/14/2012 - 05:44]

That was an amazing read, ...

That was an amazing read, Hugo, well done.

Comment In: [Feature - 09/15/2010 - 04:25]

Usually a boss' environment is ...

Usually a boss' environment is very specialized so that the boss can use all his attacks. In a lot of the fights I've done, he even uses the environment as a weapon. So I tend to think of the boss design and his environment design as the same problem and ...