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Urgency in Video Games |
| Posted by Altug Isigan on Tue, 16 Aug 2011 02:27:00 EDT in
Design
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| Eat dots... but why? |
| Read More... | 3 Comments |
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Sense and Sensibility in the Nintendo Wii |
| Posted by Altug Isigan on Thu, 14 Apr 2011 08:39:00 EDT in
Design
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| In this article I have a look at the transliteration of senses and its role in rendering the “feel” of the main menu screen of the Nintento Wii Console |
| Read More... | 0 Comments |
Exposure in Video Games: An Example  |
| Posted by Altug Isigan on Sun, 10 Apr 2011 05:53:00 EDT in
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| In this article I show an example of exposure that creates both surprise and suspense. |
| Read More... | 10 Comments |
Is Your Notion of Unreliable Narration Reliable?  |
| Posted by Altug Isigan on Thu, 07 Apr 2011 08:07:00 EDT in
Design
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| The term Unreliable Narration shouldn't be used as a replacement for story inconsistency. The former is a storytelling technique, the latter is a design flaw. |
| Read More... | 2 Comments |
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The Video Game as Live Telecast: An Analogy |
| Posted by Altug Isigan on Sat, 19 Feb 2011 04:12:00 EST in
Design
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| In this article I argue that video games are mediated play, that is, that the actual event and the casting of that event happen simultaneously. I explore the various roles that due to this fact a player may take on in video games. |
| Read More... | 0 Comments |
From First Act to End: A Comparison of Video Games and Feature Films  |
| Posted by Altug Isigan on Sat, 16 Oct 2010 04:00:00 EDT in
Design
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| This article compares video games and feature films in regard to plot structure, character development, and the planting of middle acts. |
| Read More... | 17 Comments |
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Cursor in Fabula |
| Posted by Altug Isigan on Wed, 22 Sep 2010 09:46:00 EDT in
Design,
Art
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| This article takes a look at narrative articulation in games built around point&click interfaces. |
| Read More... | 5 Comments |
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Pacing and Rhythm During Long Takes |
| Posted by Altug Isigan on Sun, 19 Sep 2010 05:26:00 EDT in
Design,
Art
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| Many video game genres seem to be tied to the long take (shot-in-depth) as their dominant style of visual narration. This raises an important design question: How can we create rhythm and pace under conditions of limited montage options? |
| Read More... | 7 Comments |
Proportion in Narrative Design  |
| Posted by Altug Isigan on Wed, 15 Sep 2010 09:21:00 EDT in
Design
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| Having a look at the basics in Film and TV writing can reveal important clues on narrative design in games. In this article we'll have a look at proportion. |
| Read More... | 13 Comments |
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Tertiary Motion and Vector Consistency During Gameplay |
| Posted by Altug Isigan on Mon, 01 Feb 2010 12:15:00 EST in
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| This article deals with a dilemma in game design, to sacrifice controls for visual spectacle (or vice versa). |
| Read More... | 1 Comments |