Thomas Church currently lives in Bellevue, Washington and has industry experience as a Game Designer working on both license and mobile game. Possessing a strong love and passion for the video game industry as a whole, Thomas continues to pursue future endeavors that will allow him to continue to refine his sense of game design.
A rudimentary look at what is Game Flow and the engrossing amount of immersion it can instill in players when performed correctly.
A basic rundown of factors to remember when creating narrative in most MMO games.
A look at some of the basics behind designing Horror games and making sure not to forget what the overall goal of the game is.
A brief overview of how markets have evolved in the game industry and what this could potentially mean for the future.
A rudimentary and low level look at why we design games and touching on the idea of what went wrong when a game panned as not fun.
[Blog - 10/30/2012 - 11:30]
Interesting proposal which I think ...
Interesting proposal which I think has lots of merit when looking at many of the traditional horror games out there, such as personal favorites like the Resident Evil, Silent Hill, and Fatal Frames series. However, I do think the conclusion is a bit too rigid when looking at any future ...
[Blog - 12/07/2012 - 10:57]
Good point on avoiding over-scripting. ...
Good point on avoiding over-scripting. Players ' actions, while still directed via map design enemy design, should still have meaning as being their own. Not to say you can 't have some scripted and/or cinematic moments Silent Hill 2 for example , but don 't rely on heavy script or ...