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Jon Brown's Blog
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Freelance game designer with 15 years experience making games. See my business site: Two Tailed Tiger.
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Expert Blogs
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You Shouldn't Have |
| Posted by Jon Brown on Fri, 23 Nov 2012 02:37:00 EST in
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| Continuing my memoirs of my strange days as a games tester, I bring to you good reasons not to tell anyone that it's your birthday. |
| Read More... | 0 Comments |
I Drink Your Milkshake  |
| Posted by Jon Brown on Fri, 16 Nov 2012 12:02:00 EST in
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| Making games isn't all about crunch, sometimes you get to steal someone's jam. |
| Read More... | 0 Comments |
By the Light of the Silvery Moon  |
| Posted by Jon Brown on Sat, 10 Nov 2012 01:10:00 EST in
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| Before I was a game designer, I was a tester. For a long time I've been mulling over the idea of writing up my memoirs of those long days of testing. Finally I've done it... In this chapter I write about the time a programmer went mad... |
| Read More... | 2 Comments |
Level Naming - Surprisingly Easy To Get Wrong...  |
| Posted by Jon Brown on Wed, 04 May 2011 07:45:00 EDT in
Design
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| Your naming level files, no one will ever see these file names. Why not just call them Level 1, Level 2, etc? I'll tell you why... |
| Read More... | 12 Comments |
Iterating Quality  |
| Posted by Jon Brown on Mon, 20 Dec 2010 09:01:00 EST in
Design
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| Want to make the best game you can? Then use the biggest brush you've got, and if your employers won't buy that brush, then shame on them. |
| Read More... | 4 Comments |
Difficulty Curves Start At Their Peak  |
| Posted by Jon Brown on Wed, 22 Sep 2010 08:55:00 EDT in
Design
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| Do we really understand what we're trying to accomplish with difficulty curves? And why is there one spike we don't design out of the system often enough? |
| Read More... | 20 Comments |
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Jon Brown's Comments
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Comment In: I Can't Let This Blow Over [Blog - 04/18/2012 - 09:37]
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I would use the word ... I would use the word rewarding rather than fun : Speaking at my father 's funeral was in no way fun, but it was rewarding. Although Marc LeBlanc would agree with your definition of fun http://8kindsoffun.com/ , but only in the context of playing a game, which I think is ... |
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Comment In: Opinion: My Producer Hates Me [News - 05/23/2011 - 04:23]
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You saved me from saying ... You saved me from saying it. And don't get me wrong, some shovelware is reasonably good value, it's just not very exciting. |
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Comment In: Level Naming - Surprisingly Easy To Get Wrong... [Blog - 05/04/2011 - 07:45]
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That's true, some projects lend ... That's true, some projects lend themselves quite well to certain systems - I would go for the Portal 2 naming scheme as well, if I was making something like Portal 2. As with all things, flexibility does have a cost - the more flexible a naming convention is in terms ... |
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Comment In: Iterating Quality [Blog - 12/20/2010 - 09:01]
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The problem will never go ... The problem will never go away, because you have to time box every task in the schedule, otherwise you can't possibly deliver the volume of content that the publisher or boss quite rightly expects. However, it's important to invest in the tools that at least let both parties meet halfway. |
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Comment In: Difficulty Curves Start At Their Peak [Blog - 09/22/2010 - 08:55]
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I think Kinect games certainly ... I think Kinect games certainly do have a spike at the beginning. Jason VandenBerghe spoke at GDCE about the problems the Red Steel 2 team had with the simple action of swinging a Wii Remote. You'd think that would be a simple action, but players have different interpretations of what ... |
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Comment In: Five Reasons 3D Display ISN'T Doomed (A Rebuttal) [Blog - 08/01/2010 - 08:17]
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When it comes to games, ... When it comes to games, we should be hoping that 3D becomes common, it will help developers immensely. http://www.gamasutra.com/blogs/JonBrown/20100622/5413/3D Me.php |
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