Eske Knudsen's Blog
Currently working as Lead Game Designer for Na3m games. Prior to this I have worked at serious games interactive, NDS and ITE - all Danish companies covering a wide range of genres.
I have been working on the design side of the games industry since 2006 having been part of making games for ps2, wii, PC, web, mobile and other platforms.
During a normal day I have a lot of consideration on design, games I am currently playing and stuff I am currently working on. Some of those thoughts make it onto this site...
These are the expanded notes that was quickly jotted down into my virtual notebook after playing Gone Home & The Stanley Parable. I think I might have learned something... at least I jotted down things to consider when designing these kinds of games.
The first part is a short recap on Valiant Hearts. The next parts touch upon some of the pros and cons I came up with when it comes to using the game in classroom teaching, and then finally I touch upon how I could see Valiant Hearts used for teaching.
A quick overview of plot and progression in Dishonored and 3 design lessons I think I might have learned or at least been made more aware of from playing it. Beware the post contains both Dishonored and Bioshock 1 spoilers.
Some people online argue that the classic design document is purely a waste of time, a dying breed - will a champion rise to defend the ancient document? I give 5 reasons why writing the design document makes sense in different cases.
Could you successfully improve people’s ability to focus and concentrate by playing challenging side-scrolling platform brawlers?
Playing a game on my couch I started thinking about quick time events, and here is the outcome. This is an attempt to identify some of the key characteristics of quick time events as a game mechanic and what it can mean for a game.
Eske Knudsen's Comments
[Blog - 10/06/2015 - 01:45]
[Blog - 08/26/2015 - 01:09]
Great point. r n r ...
Great point. r n r nI think I was blinded by the sentence It is kind of a history lesson - which was sort of started my thinking about it, so I never even took that angle.
[Blog - 06/23/2015 - 11:25]
Full disclaimer below comes from ...
Full disclaimer below comes from a designer / lead : r n r n 1 - It is a classic. Probably because it is true, but I dislike it since it applies to all kinds of jobs in the industry, being disturbed and having your train of thought derailed is ...
[Blog - 06/22/2015 - 06:35]
Excellent read that comes around ...
Excellent read that comes around a lot of crucial points. r n r nWhen you talked about the transition from a small to a larger team and the introduction of process it made me wonder if one of the reasons it is hard for smaller teams to grow above a ...
[Blog - 03/25/2015 - 01:12]
Found the idea of customizing ...
Found the idea of customizing your own bundle very interesting. r n r nThe different IAP models are constantly changing, and I have a feeling keeping up with the current trends are quite important for devs. The changing also means you can find a model that suits you and your ...
[Blog - 01/08/2015 - 03:01]
Great list. r n r ...
Great list. r n r nI just felt like adding a few more notes to points you already provided. r n r n5 Providing context r nI found some of the best context you can provide is Character Bios for both your playable and non-playable characters. These are much easier ...