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Blogs

Robert Bevill's Blog

I'm a Game Designer/Narrative Designer who recently graduated from UT Dallas in the spring of 2011.  I am very interested in single player, narrative-driven games.

Member Blogs

The Power of Curiosity
Posted by Robert Bevill on Sun, 07 Apr 2013 11:10:00 EDT in Design
I played through Bioshock Infinite because I had a single question that needed to be answered: What was REALLY going on in Columbia?
Read More... | 0 Comments

I Don't Want to Be a Virtual Poacher.
Posted by Robert Bevill on Wed, 27 Mar 2013 09:29:00 EDT in Design, Console/PC
Far Cry 3 may have a beautiful island to explore, but it's tainted with the blood of the animals you've killed.
Read More... | 0 Comments

The Anti-AAA Games  Featured Blogs
Posted by Robert Bevill on Sun, 10 Mar 2013 07:00:00 EDT in Design
Rather than play the numerous mainstream titles released this year, Robert has been glued to several low-profile titles on his 3DS. Why is that?
Read More... | 2 Comments

Puzzle Blitz: If Bejeweled Was a Fighting Game
Posted by Robert Bevill on Sun, 24 Jun 2012 07:10:00 EDT in Design, Console/PC
What makes indie title Puzzle Blitz stand out from other competitive puzzlers?
Read More... | 1 Comments

Standard fighting game controls alienate potential players
Posted by Robert Bevill on Sat, 16 Jun 2012 11:23:00 EDT in Design
Atlus has missed an opportunity to rework Blazblue's control scheme for potential players of "Persona 4 Arena".
Read More... | 1 Comments

Why good game writing isn't enough.  Featured Blogs
Posted by Robert Bevill on Wed, 09 May 2012 12:47:00 EDT in Design
While Xenoblade's story is well-written, it still doesn't engage me as much as a good TV series. Why is that?
Read More... | 9 Comments

[More Robert Bevill Blogs]   

Robert Bevill's Comments

Comment In: Metacritic is here to stay, but can we fix it? [News - 07/10/2012 - 12:52]

I wrote a blog about ...

I wrote a blog about this a while back, but it boils down to this: scores, on their own, are harmless. They give the consume some at-a-glance advice on a product. For your average AAA release, it 's just a safety net to make sure what you 're buying is ...

Comment In: Standard fighting game controls alienate potential players [Blog - 06/16/2012 - 11:23]

The main problem I have ...

The main problem I have with your arguments is the idea that because the games are originally designed for arcades, then they should not have consoles in mind. The arcade scene might be bigger in Japan, but I 'm not going to be playing P4A in an arcade I 'm ...

Comment In: Why good game writing isn't enough. [Blog - 05/09/2012 - 12:47]

Actually, JRPGs seem to suffer ...

Actually, JRPGs seem to suffer from this far more than most game genres. I 'm not a particularly big fan of the Final Fantasy series, though Final Fantasy X stood out to me at the time, mostly because of the graphics style that helped tell the story. I love Chrono ...

Comment In: Boss Battles are Broken [Blog - 05/07/2012 - 03:43]

These complaints seem mainly focused ...

These complaints seem mainly focused in Japanese RPGs. In many games of the genre, the typical boss battle is more an endurance run than anything else, though they can still be fun thematically at least. Persona 4 's bosses are basically just beefed up on health, but I still enjoyed ...

Comment In: GDC 2012: 10 tutorial tips from Plants vs. Zombies creator George Fan [News - 03/09/2012 - 03:35]

I 've played far too ...

I 've played far too many games where the tutorial was just a huge mess, either getting in the way of gameplay or just dumping a bunch of text on us and expecting us to know what to do. PvZ had a great balance.

Comment In: Atlus assumes control of Shin Megami Tensei MMO in North America [News - 03/01/2012 - 10:48]

As much as I like ...

As much as I like Atlus and the SMT series, I felt like the MMO suffered from all the problems that the rest of the MMOs I 've played do. Not nearly enough instruction.

[More Robert Bevill Comments]   

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