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Blogs

Ozzie Smith's Comments

Comment In: BioShock Infinite's Combat Mechanics Regression [Blog - 04/15/2013 - 06:00]

I agree with pretty much ...

I agree with pretty much everything you wrote. However I feel you forgot to mention the death/respawning system in the game. r n r nI played through the game on hard and felt that the game had a lot of very unsatisfying combat scenarios because of how the game was ...

Comment In: Fairness, Discovery & Spelunky [Blog - 03/28/2013 - 11:11]

This was a great write-up ...

This was a great write-up about my favorite game of 2012 : r n r nI think one more thing that Spelunky has going for it with its unfairness is how the amount of progress made in each run isn 't too big. A complete run-through of spelunky without dying ...

Comment In: Are Game(r)s Art(ists)? [Feature - 03/12/2013 - 04:30]

Fantastic article. You managed to ...

Fantastic article. You managed to define the concept of destiny and agency mechanics so well, something that for a long time has been really hard for me to properly articulate. Thanks for writing this

Comment In: What's holding back Crysis 3? [News - 03/01/2013 - 04:01]

If you pretend Crysis 2 ...

If you pretend Crysis 2 was called something else, then you could call it one of the better linear-ish shooters made in the last 5 years. Although the biggest problem with the game is that the AI really isn 't that good especially the aliens . I just replayed the ...

Comment In: Let's Talk About Touching: Making Great Touchscreen Controls [Feature - 02/22/2013 - 04:50]

I think that over the ...

I think that over the years certain genres have emerged and evolved to fit the strengths of the platforms that they are on. For example: RTS games emerged to take advantage of mouse and keyboard controls. Platformers emerged to take advantage of the D-pad and later evolved to take advantage ...

Comment In: Player Skill, Character Skill, and Skill Progression Systems [Blog - 02/05/2013 - 07:02]

I agree, Mark of the ...

I agree, Mark of the Ninja has a good skill system. Some of the new skills were really interesting and offered real play-style choices to the player that were unique and thoughtful different items. ability to hang guards, etc . Although I felt like most of the take-down skills were ...

Comment In: The Situation with Video Game Stories [Blog - 02/02/2013 - 03:10]

Interesting read. I 've always ...

Interesting read. I 've always looked it at like this: games are a catalyst for players to create their own stories within. All narrative that designers put into games are not actually part of the game part, they are just aesthetic rewards/reactions for players completing tasks. IE a player in ...

Comment In: Opinion: It's totally OK to not like 'anti-games' [News - 02/01/2013 - 11:50]

@Joseph: I would say that ...

@Joseph: I would say that what makes the decisions in Mario interesting is that there are clearly good choices and bad choices to be made jumping on a turtle is good, walking into a turtle is bad . Whereas in Proteus there are no good or bad choices to make. ...

Comment In: Xbox Live Arcade Sales Analysis, November 2012 [Blog - 12/06/2012 - 08:17]

Spelunky and Mark of the ...

Spelunky and Mark of the Ninja really only had that few downloads :

Comment In: Suck at Coding, But Make Games Anyway [Feature - 12/05/2012 - 04:25]

This was a pretty inspiring ...

This was a pretty inspiring read, thanks I too am a designer that is not very good at coding. I will definitely be checking out Playmaker because of this article. Thanks

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