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]
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 ...
[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 ...