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February 10, 2012
 
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
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Blogs

Glenn Storm's Comments

Comment In: What Prototype 2 taught its design director [News - 01/09/2012 - 08:15]

That last bit was reminiscent ...

That last bit was reminiscent of a lesson taken from this design management talk by Tal Herman @ MX 2010: http://mxconference.com/2010/videos/mx-2010-tal-herman/ titled: No, You Used to Be a Designer

Comment In: Tips from a combat designer: Hero Units [News - 01/05/2012 - 04:16]

Love that common sense approach. ...

Love that common sense approach. Very cool. Thanks, Mike.

Comment In: Opinion: A theory about humor in games [News - 01/02/2012 - 04:43]

Very true. : Humor through ...

Very true. : Humor through storytelling has a significant advantage on first run, and potentially on subsequent runs, due to the novelty they can represent and the craft of the writer. And yes, some storytelling specifically dialog humor gets better with some repetition, but it's tricky and not necessarily reliable. ...

Comment In: The craft of game systems: Practical examples [News - 01/02/2012 - 04:47]

Really enjoying this series, Daniel. ...

Really enjoying this series, Daniel. Especially the links and references to other design disciplines. Please continue.

Comment In: Opinion: Improv Acting And Game Development [News - 12/26/2011 - 11:56]

Big thumbs up, Lisa. Thank ...

Big thumbs up, Lisa. Thank you. It's excellent that you included a reference to Impro by Johnstone, there's much more than improv games in there that one can use in game, story and character development. And the link to the workplace is very appropriate. Well said.

Comment In: Do Lean Startup Methods Make For A Better Game Development Model? [Blog - 12/12/2011 - 09:47]

Thanks for the recommendation, Colin. ...

Thanks for the recommendation, Colin. Encouraging post

Comment In: Opinion: So You Wanna Be In Charge? [News - 12/05/2011 - 03:34]

Wise words, constructive and well ...

Wise words, constructive and well said.

Comment In: Why We Should Stop Saying 'Vertical Slices' [Blog - 12/01/2011 - 10:59]

If it doesn't make sense ...

If it doesn't make sense upon hearing it, it is probably not what was meant in the first place. At that point, seeking clarity should be a priority, followed closely by solid communication including listening to the idea repeated back, and listening in general , to ensure something as critical ...

Comment In: Opinion: Game Thinking [News - 11/30/2011 - 03:31]

Super cool post, Martin. Thank ...

Super cool post, Martin. Thank you.

Comment In: Test Driven Game Development Experiences [Blog - 11/24/2011 - 07:53]

Thank you for this, Alistair, ...

Thank you for this, Alistair, particularly the NCrunch link. For indie developers and other nimble teams, this methodology appears more and more approachable. The benefits seem significant.

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