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Paul Andrew Mcgee's Blog

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Minimalism in Game Narrative: Can we say more by talking less?   Featured Blogs
Posted by Paul Andrew Mcgee on Fri, 17 May 2013 04:32:00 EDT in Design
"Hemingway called it the Iceberg Theory. The art of implication. Just give people the little pieces they need to imagine up the other half of the game. It makes them more invested and it makes your work more adaptable and more rich." - Adam Saltsman
Read More... | 10 Comments

   

Paul Andrew Mcgee's Comments

Comment In: XBLA dropped for Xbox One, all games lumped together [News - 05/22/2013 - 06:51]

The equivalent of XBLIG won ...

The equivalent of XBLIG won 't find their way onto Xbox One, this is just spin. I 'd love to be proven wrong, but if indies can 't publish on the platform without being published by someone else, then it 's not very likely Microsoft are going to publish dozens ...

Comment In: Minimalism in Game Narrative: Can we say more by talking less? [Blog - 05/17/2013 - 04:32]

You 're totally right, the ...

You 're totally right, the game screenshot and the box art are from two different games. I thought the earlier Activision game looked particularly crude. I 'll see if I can update it. r n r nDemons ' Souls Dark Souls weren 't mentioned as I 'm ashamed to say, ...

Comment In: A Maze Indie Connect - German Indie Festival - 2nd Encounter [Blog - 05/02/2013 - 04:27]

Sounds like a fantastic event, ...

Sounds like a fantastic event, hopefully I 'll make it next year. :

Comment In: Jason Rohrer wins GDC's last ever Game Design Challenge [News - 03/28/2013 - 04:42]

I hope next year the ...

I hope next year the new incarnation, if there is one, will be to actually create a rough prototype in a month before GDC.

Comment In: The evolving coverage of indie games [Blog - 03/26/2013 - 09:52]

I 'm surprised no one ...

I 'm surprised no one has mentioned Freeindiegam.es yet. I believe that, whether knowingly, is fulfilling a large chunk of what you 're looking for.

Comment In: Ken Levine's justification for BioShock Infinite's crunch [News - 03/11/2013 - 06:53]

Making any game is hard ...

Making any game is hard good planning is important, this appeal comes off weak and defensive. Of course if a game is truly different and not just a shooter for instance, planning will be more difficult but this game has had plenty of time to cook. r n r nI ...

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