Lee Perry's Blog
I'm Lee Perry, I've been making games for around 20 years, making me older than dirt. I was Lead Designer at Epic Games and worked there for 10 years prior to going indie with 5 friends and forming BitMonster.
In a year and a half we created 3 games, all featured by Apple worldwide (Lili on iOS, THRED on iOS, and Gunner Z on iOS) and it was a crazy informative adventure.
Now I'm off on the most personal quest of my life, adding programming to my skillset and taking the time I need to travel with the family, live abroad, and make some projects on my own.
We all make important decisions as we go through the process of creating a project... but for me at least, the most painful calls are the ones that make me choose between my original idealized inspiration, versus what a game is naturally evolving into.
To many, VR has an "unsolvable" problem when it comes to basic mobility of the player. But is it possible we're coming at this issue from a bad direction? Perhaps our goal of a universally accepted control scheme is actually hampering us?
We all probably have some ideas about what will be compelling about VR headsets as the Oculus and Morpheus launch, but there's an aspect of it that I find more and more compelling as I experiment. I try to explain here.
As a developer, you're doing yourself a huge disservice by actively blocking out games that you view as "too mainstream". Don't take pride in being myopic under the guise of "having high standards"; you never know where ideas and trends will come from.
We all have preferences and metrics for what we consider "a good story" in a game. When I boil down my preferences, 9 times out of 10 it comes down to relatable dialogue and one or two other pet peeves. Hope you enjoy!
When we lament the existence of clones and "rip-offs" of other games, we sometimes miss the reason they happen from a design perspective. I believe communication is a factor in why this happens.
Lee Perry's Comments
[Blog - 08/24/2015 - 02:51]
I 'm not sure I ...
I 'm not sure I agree... although I get what you 're saying. So, when we made the three Gears of War campaigns, every level would begin with a post-it note meeting with Cliff, Rod, Dave Nash who took over the Lead LD role after the first game , Me ...
[Blog - 03/09/2015 - 06:28]
Yeah, I can TOTALLY sympathize ...
Yeah, I can TOTALLY sympathize with that. With our iOS game Lili we had some really nonconventional gameplay in there... I constantly think Man, if she just had a sword and it was a cute accesible roguelike who knows how succesful that might have been
[Blog - 09/30/2014 - 01:46]
Yeah, that 's an interesting ...
Yeah, that 's an interesting aspect of all this... in real time we 're controlling so many aspect of our body intuitively, finding ways where you feel free in VR is a worthy challenge for sure. Being able to intuitively run one way while shooting another and looking another is ...
[Blog - 11/18/2013 - 11:29]
Alright, lets close the Fox ...
Alright, lets close the Fox news banter for a second. : r n r nWhat 's an example of a game that millions of people play, that you believe has no merit IMO it 's not really possible.
[Blog - 11/11/2013 - 11:14]
I 'd point to ICO ...
I 'd point to ICO and SoTC as great examples, but my other example of Breakdown was great in that regard to. They told the story with loads of environmental action moments and situations.
[Blog - 08/05/2013 - 10:32]
I think I 'd be ...
I think I 'd be fully guilty of a Killswitch with Monsters label from Gears days, haha.