My Message close
GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 19, 2013
 
Sony Computer Entertainment America LLC
Sr. Network Systems Engineer
 
Amazon Game Studios
Sr. Game Designer
 
Treyarch / Activision
Technical Animator
 
Amazon Game Studios
Quality Assurance Manager
 
Amazon Game Studios
Lead 3D Environment Artist
 
Amazon Game Studios
Game Graphics Engineer
spacer
Blogs

Mike Stout's Blog

Mike Stout's Comments

Comment In: Learning From The Masters: Level Design In The Legend Of Zelda [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: Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [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: The Invisible Hand of Super Metroid [Blog - 01/14/2012 - 05:44]

That was an amazing read, ...

That was an amazing read, Hugo, well done.

Comment In: Boss Battle Design and Structure [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 ...

Comment In: An Artist's Eye: Applying Art Techniques to Game Design [Feature - 08/31/2010 - 03:20]

Great article. The concept of ...

Great article. The concept of anticipation - action - reaction is one that I always stress to people designing enemy attacks. It's critical. At Insomniac, when referring to enemy attacks we called them the pre-attack, attack, and post-attack phases, but they're exactly the same thing as what you're describing. The ...

Comment In: Evaluating Game Mechanics For Depth [Feature - 07/21/2010 - 04:35]

@Bart Absolutely. I haven't read ...

@Bart Absolutely. I haven't read Systemantics , but those are great words to describe that problem. Sometimes you can't solve a problem from the branches. You have to go back and check the roots.

   

UBM Tech