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Adrian Chmielarz's Blog
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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.
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Expert Blogs
The Trouble with Immersion, or the Opening of Metro: Last Light  |
| Posted by Adrian Chmielarz on Thu, 16 May 2013 09:35:00 EDT in
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| 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 |
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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
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| 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  |
| Posted by Adrian Chmielarz on Tue, 23 Apr 2013 08:35:00 EDT in
Design,
Console/PC
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| 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  |
| Posted by Adrian Chmielarz on Fri, 12 Apr 2013 12:14:00 EDT in
Console/PC,
Design
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| 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
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Comment In: The Trouble with Immersion, or the Opening of Metro: Last Light [Blog - 05/16/2013 - 09:35]
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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 ... |
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Comment In: Free-to-Play is A-OK [Blog - 05/01/2013 - 01:58]
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@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: ... |
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Comment In: Why the Next-Generation Will Change Games Forever [Blog - 04/23/2013 - 08:35]
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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 ... |
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Comment In: How Bioshock Infinite Revolutionized Video Games [Blog - 04/12/2013 - 12:14]
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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, ... |
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Comment In: Bioshock Infinite is a Metacommentary on Game Narrative [Blog - 04/10/2013 - 01:01]
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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 ... |
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Comment In: The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved [Feature - 04/08/2013 - 04:00]
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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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