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Blogs

Adrian Chmielarz's Blog   Expert Blogs

Former co-owner of People Can Fly. Credits include "Creative Director" on Painkiller and Bulletstorm, and "Original Creative Direction" on Gears of War: Judgment. Currently the co-owner and game designer at the new studio The Astronauts, working on a weird fiction horror game The Vanishing of Ethan Carter.

Expert Blogs

The Trouble with Immersion, or the Opening of Metro: Last Light  Featured Blogs
Posted by Adrian Chmielarz on Thu, 16 May 2013 09:35:00 EDT in
Using Metro: Last Light and Max Payne 3 as examples, I try to figure out how to avoid the loss of immersion when interacting with NPCs.
Read More... | 62 Comments

You Have an Idea for a Game - Here's Why Nobody Cares
Posted by Adrian Chmielarz on Thu, 09 May 2013 09:02:00 EDT in Console/PC, Design
Game studios rarely make games based on designs from random strangers. Especially when these strangers don't really want to be making games.
Read More... | 8 Comments

Why the Next-Generation Will Change Games Forever  Featured Blogs
Posted by Adrian Chmielarz on Tue, 23 Apr 2013 08:35:00 EDT in Design, Console/PC
Is it enough if we just improve our game designs for the next-generation, or do we need a new design dictionary?
Read More... | 58 Comments

How Bioshock Infinite Revolutionized Video Games  Featured Blogs
Posted by Adrian Chmielarz on Fri, 12 Apr 2013 12:14:00 EDT in Console/PC, Design
The original version of this post appeared on our studio's blog at http://www.theastronauts.com/
Read More... | 40 Comments

   

Adrian Chmielarz's Comments

Comment In: The Trouble with Immersion, or the Opening of Metro: Last Light [Blog - 05/16/2013 - 09:35]

As long as the player ...

As long as the player knows he/she is playing the game on a PC/Console, he/she always knows that its a game. - tell that to people freaking out when playing Slenderman. In other words, it could not be further from the truth. Just because most games either do it badly ...

Comment In: Free-to-Play is A-OK [Blog - 05/01/2013 - 01:58]

@Chris, just as David said ...

@Chris, just as David said and you suspected . And indeed we need better descriptions and terms, although for the time being we can easily use F2P to describe Skinner box designs and Freemium to describe content unlocks. r n r nYou say: So here 's my question to you: ...

Comment In: Why the Next-Generation Will Change Games Forever [Blog - 04/23/2013 - 08:35]

Yeah, with fantasy and sci-fi ...

Yeah, with fantasy and sci-fi games it 's easy. The problem is when you make a game about WW2 and such. Look at Assassin 's Creed solution, though. With a small addition of sci-fi, you could explain the wounds as incoherence in the story told i.e. no, the soldier was ...

Comment In: How Bioshock Infinite Revolutionized Video Games [Blog - 04/12/2013 - 12:14]

Larson is a genius, but ...

Larson is a genius, but this particular example does not illustrate the discussion well, or at all. It 's not a bunch of hipster designers nerdraging on Infinite. The discussion is deep, loud and wide, and the participants come from all sides: gamers, journalists, game developers, theorists. Up to you, ...

Comment In: Bioshock Infinite is a Metacommentary on Game Narrative [Blog - 04/10/2013 - 01:01]

Great article, but I find ...

Great article, but I find it hard to agree with its conclusion. r n r nFirst, personally I cannot decide whether Infinite is not really a commentary introducing themes is not enough for something to be called commentary , or if it is a really bad commentary proving that a ...

Comment In: The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved [Feature - 04/08/2013 - 04:00]

Ernest, I think you and ...

Ernest, I think you and Thomas are talking about two different things. I suggest you go to Frictional Games ' blog and read the latest post from Thomas, his GDC 2013 lecture. I 'm sure you 'll find it interesting and quite in synch with what you talk about here, ...

   

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