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I'm a game developer with a background in Software Engineering and Human Computer Interaction, specifically in the design and development of surface computing applications. I have experience in software development and game development. In addition to my work around software, I have extensive experience in the realm of sketch comedy, where I've acted, written, directed, and produced shows in excess of a hundred participants.
As an emerging game developer, my passion is in utilising game mechanics to enhance the narrative power of the gamic medium.
In recent years, I've undertaken game development in flash, and have created several games (most recently “Escape from Flatland”, an adaptation of the 1884 novel “Flatland”, in a 48 hour game development competition). I founded Throw the Looking Glass with the aim of combining my experiences in software development and theatrical production with my passion for games.
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Member Blogs
7 things that have to work together in a game story  |
| Posted by Paul Sztajer on Mon, 29 Apr 2013 02:56:00 EDT in
Indie,
Design
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| After spending the better part of a week developing the story for our latest game, I reflect on the aspects of a game that need to fit together for the story to truly work. |
| Read More... | 5 Comments |
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The 15 Steps of (Particulars) Pre-production |
| Posted by Paul Sztajer on Sun, 24 Mar 2013 03:50:00 EDT in
Production,
Indie
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| A quick run-down of our pre-production process, which conveniently includes a snapshot of the development of our next game. |
| Read More... | 0 Comments |
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Holding things up in two dimensions: The Pillars of Flatland |
| Posted by Paul Sztajer on Mon, 09 Jul 2012 09:22:00 EDT in
Design,
Indie
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| Last week, we went through a simple process to figure out what the pillars of our game were. In this post, I go through the process and the conclusions we garnered from it. |
| Read More... | 1 Comments |
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See-Through Developer Diaries: A Plan... |
| Posted by Paul Sztajer on Mon, 13 Feb 2012 03:41:00 EST in
Production,
Indie
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| See Through Studios is making, marketing, monetising and releasing a game in 96 hours, spread over 12 days. This was a blog post from the start of day 3, where I discuss progress so far, future plans and things that have gone well so far. |
| Read More... | 0 Comments |
Experiment 0: The SCIENCE! Method (it works, bitches)  |
| Posted by Paul Sztajer on Sun, 11 Dec 2011 11:01:00 EST in
Production,
Indie
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| One of the things we’ve been looking at recently is our project methodology, and we’ve decided to create our own. The method we’ve come up with is called SCIENCE!, and below is the methodology as it currently stands. |
| Read More... | 0 Comments |
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Making it together: Parallel Implementation |
| Posted by Paul Sztajer on Sun, 27 Nov 2011 06:30:00 EST in
Programming,
Indie
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| When you make a game, should you make the gameplay before the game design tools, or do you do it together? In this post, I briefly look at these two options in regards to Throw the Looking Glass' current development, Particulars. |
| Read More... | 0 Comments |
[More Paul Sztajer Blogs]
Paul Sztajer's Comments
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Comment In: 7 things that have to work together in a game story [Blog - 04/29/2013 - 02:56]
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That makes a lot of ... That makes a lot of sense - I was essentially lumping a lot of the 'world making sense ' stuff into the notion of 'plot ', but it 's big enough to be its own thing. r n r nWhat 's fascinating about all of this is seeing how a ... |
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Comment In: The Half-Cinderella: Why Gameplay never leaves the Ball [Blog - 08/05/2011 - 03:48]
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thanks for the link - ... thanks for the link - looks like a really good example of a different structure. I'll be sure to check it out. |
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Comment In: Playtesting 103: What to Measure [Blog - 08/02/2011 - 02:40]
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Thanks Daniel - glad you're ... Thanks Daniel - glad you're enjoying it |
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Comment In: How many players should you playtest with? [Blog - 06/18/2011 - 06:54]
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I completely agree, and the ... I completely agree, and the bottom line here is that the player doesn't always know what's best for them. They might think a tank is cool because its a tank, when from a gameplay point of view it'll destroy the cohesion of the game. This is where you really need ... |
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