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Blogs

Thomas Church's Blog

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.

Member Blogs

Flow and Trance
Posted by Thomas Church on Sun, 13 Jan 2013 02:00:00 EST in Design
A rudimentary look at what is Game Flow and the engrossing amount of immersion it can instill in players when performed correctly.
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The Basics of MMO Story Writing
Posted by Thomas Church on Sat, 15 Dec 2012 01:54:00 EST in Design, Social/Online
A basic rundown of factors to remember when creating narrative in most MMO games.
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Designing Horror
Posted by Thomas Church on Fri, 07 Dec 2012 10:57:00 EST in Design
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.
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Market Evolution
Posted by Thomas Church on Thu, 29 Nov 2012 08:16:00 EST in Business/Marketing
A brief overview of how markets have evolved in the game industry and what this could potentially mean for the future.
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Why We Design Games
Posted by Thomas Church on Mon, 19 Nov 2012 01:10:00 EST in Design
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.
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Thomas Church's Comments

Comment In: Survival Horror, Then and Now [Blog - 10/30/2012 - 11:30]

Heh, I never pass up ...

Heh, I never pass up a chance for discussion on horror games if possible. Although I was wondering if my comment would be noticed or not since it was a while from when your entry was originally posted. r n r nAlso glad to hear that you agree and that ...

Comment In: Designing Horror [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 ...

   

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