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Blogs

Walker Hardin's Blog

Walker Hardin is a co-founder of Novo Interactive, an independent Seattle based game studio where he currently serves as producer and executive director. A PC gamer at heart, his all time favorite titles include Baldur's Gate, Deus Ex, Arkham Asylum, and the Elder Scrolls series.

You can find more of his musings at The Fortress of Blogitude.

Member Blogs

Back to Africa - The Highs and Lows of Far Cry 2  Featured Blogs
Posted by Walker Hardin on Thu, 15 Dec 2011 12:33:00 EST in Design, Console/PC
Returning to the world of Far Cry 2, and why I'll never do it again.
Read More... | 7 Comments

Star Wars: The Old Republic—Impressions from Beta  Featured Blogs
Posted by Walker Hardin on Thu, 01 Dec 2011 07:02:00 EST in Design, Console/PC
The force is derivative with this one.
Read More... | 5 Comments

The Final Frontier: Using Procedural Content to Increase Value and Immersion  Featured Blogs
Posted by Walker Hardin on Mon, 12 Jul 2010 08:22:00 EDT in Design
What kinds are there, why should you use them, and what to watch out for when doing so. A primer to, and potential for, designing with the procedural.
Read More... | 2 Comments

   

Walker Hardin's Comments

Comment In: Back to Africa - The Highs and Lows of Far Cry 2 [Blog - 12/15/2011 - 12:33]

PC Gamer on Far Cry ...

PC Gamer on Far Cry 3... r n r n The most obvious symptom of this change is the game s checkpoints. Infamously in Far Cry 2, enemy soldiers would respawn at the game s many crossroads. Far Cry 3 turns these into outposts. Once players have cleared one, it ...

Comment In: In Defense of Surprising Gameplay [Blog - 08/20/2011 - 01:13]

I've been looking forward to ...

I've been looking forward to Dishonored since it was announced for exactly these reasons. The successful execution of random elements also kept me playing Spelunky every day for a year and a half. I agree wholeheartedly with your point and believe the integration of procedural systems to create an ever-fresh ...

Comment In: The case for a AAA sandbox MMO [Blog - 12/16/2011 - 12:25]

PlanetSide did this well, it's ...

PlanetSide did this well, it's my favorite MMO to date, and I'm super excited for the sequel. Rather than reward success with power, they rewarded it with flexibility of combat roles--variety of gameplay experience. As a noob you were forced to specialize something we associate with high levels in the ...

Comment In: The autonomy of Dark Souls [Blog - 12/16/2011 - 04:15]

I have to assume that ...

I have to assume that a great deal of the hand-holding design that you detest me too is the result of developers trying to increase accessibility, and therefore sales. You wouldn't buy a 7 year-old Dark Souls. Leaving aside questions of subject matter, he'd get frustrated in five minutes and ...

Comment In: Game Design Fetishes - What Are Yours? [Blog - 12/15/2011 - 04:53]

Anywhere quick-save is the most ...

Anywhere quick-save is the most useful learning tool a game can have. It prevents needless repetition of content as a punishment, while still requiring the player to overcome the obstacle presented by the game as opposed to re-spawns like BioShock, which really is the god-mode in sheep's clothing you're talking ...

Comment In: The Logic and Illogic of 'Skyrim' [Blog - 12/15/2011 - 02:05]

I've also encountered, and enjoyed, ...

I've also encountered, and enjoyed, the elemental mage battles throughout the world. I assume it's part of a quest, though, it might be cooler if it's not. I get that, at some point, you have to stop recording dialogue so you can release the game. All eventualities cannot be covered. ...

[More Walker Hardin Comments]   

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