Declan Kolakowski's Blog
Game Developer / Composer based in London. You can check out my work at www.infiniteoctagon.com.
An exploration of how we might craft rich ludic experiences by looking at them through the lens of a ludic language.
As player data becomes more widely available than ever before and metrics driven design dominates more and more of the industryís mind-share, have we thought deeply enough about what design using player data really means?
A look at how game engines are stifling creativity and manipulating the games industry.
In this post I take a look at how can we learn to tell stories and communicate themes through games' most overlooked feature: menus.
In honour of Advanced Input week I look at controlling a game using sound alone.
Declan Kolakowski's Comments
[Blog - 05/28/2014 - 01:52]
From I 've read, Journey ...
From I 've read, Journey only just about broke even despite its insane sales. They spent almost three years developing it and a lot of time investing in new technologies to improve synchronisation with between player, camera control and music. It 's a weird hybrid counter-example to the others in ...
[Blog - 05/03/2014 - 06:31]
Thanks for your comment. I ...
Thanks for your comment. I agree that the metaphor is somewhat limited but I don 't feel puzzle games are a very fair criticism as there is some debate over whether puzzles even are games I think they are . The fact that by definition puzzles have to have a ...
[News - 03/26/2014 - 05:18]
[Blog - 03/10/2014 - 05:44]
It was successful because PewDiePie ...
It was successful because PewDiePie played it. His video on it received 9 million views. It 's up to 14 million now. And that was the reason Flappy Bird was catapulted to fame. When one mediocre youtuber has the power to turn any game into a massive success I wonder ...
[Blog - 02/16/2014 - 01:27]
[Blog - 02/06/2014 - 06:05]
I agree with you and ...
I agree with you and I feel I acknowledge these criticisms in my article. While it is possible to make a vast array of different things using a game engine. The base way they are set up encourages a set of assumptions about form that many developers seem to take ...