Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 23, 2014
arrowPress Releases
October 23, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Randy OConnor's Blog   Expert Blogs

 

I'm an artist and designer fascinated by player interaction and game environments. 

I work for MagicalTimeBean and Tiger Style as an artist and also find time to make games by myself and with other people, too.

You can find out more about me and see some of my work at www.randyo.net.

And follow me at http://twitter.com/randyzero

 

Expert Blogs

Posted by Randy OConnor on Mon, 01 Sep 2014 09:57:00 EDT in Design, Indie
Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker.


Posted by Randy OConnor on Thu, 01 May 2014 06:40:00 EDT in Audio, Design, Console/PC, Indie
Randy muses on the systems that underlie Escape Goat 2.


Posted by Randy OConnor on Wed, 29 Jan 2014 07:26:00 EST in Design, Serious, Indie, Smartphone/Tablet
What happens when Randy designs a game about something he detests.


Posted by Randy OConnor on Thu, 02 Jan 2014 02:43:00 EST in Indie
Indies in particular (with all our unscheduled time) should consider volunteering.


Posted by Randy OConnor on Fri, 06 Sep 2013 09:59:00 EDT in Design
Random ponderings on the place of luck in games


Posted by Randy OConnor on Fri, 19 Apr 2013 02:17:00 EDT in Design
Randy thinks progress in games needs to come from mechanical innovation, not narrative innovation, as important as that is to the maturing of the industry.



Randy OConnor's Comments

Comment In: [Blog - 09/01/2014 - 09:57]

That 's fine, sorry this ...

That 's fine, sorry this was not what you were hoping for. r n r nI tried to imply takeaways, though for future you, my writings tend toward more abstract musings rather than the technical/trade learning that Gamasutra generally contains.

Comment In: [Blog - 04/19/2013 - 02:17]

Wow, a ton of great ...

Wow, a ton of great comments and thoughts, everyone Thanks for getting into it. r n r nA few comments. r n r n@Tom: I agree the resulting mechanics in the quake series do create a whole additional level of depth, which essentially ends up making such titles a sport ...

Comment In: [Blog - 11/19/2012 - 08:51]

Thanks so much r n ...

Thanks so much r n r nI totally agree with the importance of social interaction to making a board game work. The game I continually turn to is Cash 'N Guns, an awesome game revolving around pointing foam guns at each other. The turns are simultaneous, there are only 8 ...

Comment In: [Blog - 04/17/2012 - 09:56]

The game was complete , ...

The game was complete , it was just lacking an extra layer of content. But iOS development encourages a system of updates to carry each game further. The actual gameplay changed in only two ways: medkits work differently and the difficulty curve was tweaked. r n r nMy plan had ...

Comment In: [Blog - 02/21/2012 - 03:55]

Thanks for the thoughts. I ...

Thanks for the thoughts. I wouldn't dismiss you as a nut, but I would switch your placement of quotations. I am making, by a monetary definition, a free game. You could argue it isn't free because there's a cost to experience it, and that cost is dealing with advertisements. When ...

Comment In: [Blog - 12/03/2011 - 11:57]

Thanks for all the thoughts, ...

Thanks for all the thoughts, folks. I should say that I probably exaggerated the difference in preference a bit. People that try the game often like it, many of them even without asking about more control. They just say it's really hard. My goal was to be unique, to create ...