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Brandon Kidwell's Blog

 

Game Design graduate from the University of Advancing Technology. I have a great passion to design and provide creative direction in games. I am interested in exploring ways of providing entertainment but maintaining great customer relationships and integrity.

I research game design theory and practices to better facilitate gameplay and user experience. I have worked on various tabletop and Live Action Role-playing games as well as a few indie game projects. I strive for the industry to establish better forms of education and entry-level work forms. I'm also an avid fan of fantasy and RPG genres and plan to release several RPGs in the future.

I'm always looking for people to talk with about game design and opportunities in the industry, so feel free to contact me anytime at kidwellgd@gmail.com.


Portfolio Site - KGD Portfolio

Blog Site - KGD Blog
 

 

Member Blogs

Posted by Brandon Kidwell on Wed, 06 Aug 2014 01:29:00 EDT in Business/Marketing, Design, Smartphone/Tablet
Games are meant to be entertainment. Just like any other source of entertainment the goal is to provide this entertainment for a fee. Different models of payment helps different types of games...


Did you know that majority of games, especially competitive games do not support color blindness?


Posted by Brandon Kidwell on Mon, 04 Aug 2014 08:56:00 EDT in Design
Something that seems to come up over and over these days is how difficulty in games is decreasing, causing seasoned gamers to look elsewhere and involving more casual players. To an extent this is somewhat true, but I believe it is important to have games


Posted by Brandon Kidwell on Mon, 04 Aug 2014 08:51:00 EDT in Audio, Design, Programming, Production, Art
Brief overview on how the industry is splintered into "what is" and "what is not" a game designer. I touch briefly on all the major positions and how they can be viewed.


Posted by Brandon Kidwell on Wed, 09 Jan 2013 07:31:00 EST in Design, Console/PC
I am not a fan of "wait points" in certain games, but in others it can add value to the games engagement. My examples of this topic will use Skyrim and its options to advance time by "waiting" or "sleeping."



Brandon Kidwell's Comments

Comment In: [Blog - 08/06/2014 - 01:29]

In another article I read ...

In another article I read the author put it very well. Casual gamers are not interested in games, they are interested in something wasting their time. That makes a lot of sense when developing for things like mobile because a lot of the time the person is looking to enjoy ...

Comment In: [Blog - 08/06/2014 - 01:29]

I believe you have solved ...

I believe you have solved the issue for the players. Every game will handle color blindness differently because some games may only use certain colors. In your case I believe the shapes within and the white background make it contrasted and easy to distinguish.

Comment In: [Blog - 08/04/2014 - 08:56]

I can agree with that. ...

I can agree with that. It wasn 't my intention to make the post sound like rules. I was attempting to point out some of the specifics that keep getting implemented into games without a real thought about how they add or detract from the system. A lot of developers ...

Comment In: [Blog - 05/17/2014 - 01:30]

Thanks for this article I ...

Thanks for this article I 've worked on a live action roleplaying game as a designer and I 'm currently fleshing out some tabletop games. My ultimate goal is to work on digital games and this article helps me to see I am potentially going in the right direction. My ...

Comment In: [Blog - 05/09/2014 - 02:37]

Excellent post. I find it ...

Excellent post. I find it important to keep up on this, but sometimes it seems like the complexity of making a game is rising due to implementing such real world practices into them.

Comment In: [News - 03/17/2014 - 07:36]

Great article. I 've been ...

Great article. I 've been studying this for some time now. I feel that a lot of developers choose not to incorporate a lot of story because it isn 't needed in a game. On the contrary because a lot of the most successful games have had story driving the ...