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Blogs

Justin Keverne's Blog

I’m a Designer, Level Designer and Writer, though currently that’s not my day job. I spend far more time than is healthy playing and thinking about games. More of my work can be found at my blog: http://gropingtheelephant.com/blog/

Member Blogs

Framework for Systemic Storytelling, Part 2.  Featured Blogs
Posted by Justin Keverne on Tue, 11 Oct 2011 02:53:00 EDT in Game Design
Developing on the initial concepts outlined in Part 1, it's time to add structure and look at some examples of what might be possible with systems based storytelling.
Read More... | 5 Comments

Framework for Systemic Storytelling, Part 1.
Posted by Justin Keverne on Thu, 02 Jun 2011 07:15:00 EDT in Game Design
If we are to even consider systemic storytelling we need to leverage the strengths of games in a way that gets to the heart of what give stories their power, characters.
Read More... | 2 Comments

It all went horribly wrong...  Featured Blogs
Posted by Justin Keverne on Sat, 14 May 2011 06:03:00 EDT in Game Design
Success in a game is often a matter of performing the same actions as everybody else; failure on the other hand is personal and unique. It's time to embrace that uniqueness.
Read More... | 3 Comments

The Cost of Killing.
Posted by Justin Keverne on Thu, 07 Oct 2010 04:27:00 EDT in Game Design
What does it mean to kill a virtual character? I briefly look at the way killing is handled in Deus Ex, both from the perspective of the player and supporting NPCs.
Read More... | 0 Comments

Level Design Analysis: Deus Ex's Liberty Island - Part 1  Featured Blogs
Posted by Justin Keverne on Wed, 28 Jul 2010 12:30:00 EDT in Game Design
The first part of an in depth analysis of single player level design in Liberty Island, the first level of Deus Ex.
Read More... | 2 Comments

From Out Of The Shadows  Featured Blogs
Posted by Justin Keverne on Fri, 08 Jan 2010 04:34:00 EST in Game Design
An examination of why stealth sections in games are generally poor, and what lessons can be learn from good stealth game design.
Read More... | 5 Comments

[More Justin Keverne Blogs]   

Justin Keverne's Comments

Comment In: Heavy Rain's Portrayal Of Female Lead Just Fine, Says De Fondaumiere [News - 11/21/2011 - 09:34]

When the major scenes in ...

When the major scenes in which your female protagonist appears are, a home invasion with implied sexual violence, a shower scene using camera angles very different to those used for the similar scene with a male protagonist , another scene of implied sexual violence, being strapped to a table about ...

Comment In: Do Arkham City’s Language Critics Have A Right To 'Bitch'? [News - 10/28/2011 - 04:40]

When the female Doctor Harley ...

When the female Doctor Harley Quinn kidnapped fails to help the Joker, she throws her from the balcony into a literal pit of male thugs who are all cheering and shouting with glee at the prospect of doing something to her. They then all, to a man, act incredible disappointed ...

Comment In: The Designer's Notebook: Passion Versus Professionalism [Feature - 10/25/2011 - 04:45]

There's a difference between experience ...

There's a difference between experience and professionalism, it's all about attitude. I've had a variety of jobs, from call centre work, to retail and warehousing, I've not had a particular passion for any of them, but I've approach each with a professional attitude. It's about being accountable and responsible and ...

Comment In: Framework for Systemic Storytelling, Part 1. [Blog - 06/02/2011 - 07:15]

I'm using systemic in the ...

I'm using systemic in the classic sense of being a system. These are individual parts, I deal with the whole a little more in the second part.

Comment In: Framework for Systemic Storytelling, Part 2. [Blog - 10/11/2011 - 02:53]

If two characters are motivated ...

If two characters are motivated to kill each other and the player or other characters do not act to stop them let them kill each other. The player doesn't need to witness such events but they should, like all other characters, be affected by the consequences. At the heart of ...

Comment In: Report: Square Enix To Increase Eidos Montreal Size To 680 Employees [News - 09/01/2011 - 03:31]

The prior statements about smaller ...

The prior statements about smaller teams and longer production schedules seem to clash with the idea of a 680 person studio.

[More Justin Keverne Comments]   

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