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Blogs

Thomas Grip's Blog   Expert Blogs

One of the two co-founders of Frictional Games where I mostly deal with programming, design and making sure artist do what they are supposed to. I have been creating mostly horror related games for over 10 years now and am really interesting in how to evoke emotions in players. Frictional Game's most recent project was "Amnesia: The Dark Descent". We are currently working as producers for "Amnesia: A Machine For Pigs" and a yet unannounced horrorish project.

Expert Blogs

Nailing down storytelling terminology  Featured Blogs
Posted by Thomas Grip on Tue, 28 May 2013 08:13:00 EDT in Design
The current usage of words such as narrative, story and immersion in game design is quite messy. This blog post is an attempt at making the terms and definitions clearer and making communication about interactive storytelling easier and more useful.
Read More... | 6 Comments

Thoughts on Slender: The Arrival  Featured Blogs
Posted by Thomas Grip on Mon, 13 May 2013 03:09:00 EDT in Design
Critique on the great and not so great things about Slender: The Arrival.
Read More... | 6 Comments

Amnesia - Two Years Later  Featured Blogs
Posted by Thomas Grip on Wed, 12 Sep 2012 06:30:00 EDT in Indie, Production
It has now passed two years since Frictional Games released of Amnesia: The Dark Descent. This post will go through some thoughts on sales, piracy, modding and the future of the company.
Read More... | 8 Comments

Amnesia: The Dark Descent: Birth of a Monster - Part 2.  Featured Blogs
Posted by Thomas Grip on Fri, 18 Mar 2011 11:48:00 EDT in Art
Second and final part of a post that outlines how one of the enemy creatures for Amnesia: The Dark Descent was created.
Read More... | 2 Comments

Amnesia: The Dark Descent: Birth of a Monster - Part 1.  Featured Blogs
Posted by Thomas Grip on Thu, 17 Mar 2011 12:08:00 EDT in Art
This is the first part of two that outlines how one of the enemy creatures for Amnesia: The Dark Descent was created.
Read More... | 0 Comments

Why Trial and Error will Doom Games  Featured Blogs
Posted by Thomas Grip on Mon, 12 Apr 2010 04:48:00 EDT in Design
It seems to be believed that trial and error mechanics are needed in order to add drama, tension and make the player's actions count.I think this position is wrong and extremely hurtful. In this post I will explain why.
Read More... | 52 Comments

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Thomas Grip's Comments

Comment In: The Simulation Dream [Blog - 06/02/2013 - 04:09]

Great to see someone else ...

Great to see someone else writing about this. I gave a talk at this year 's GDC on the same topic that much of the game happen in the player 's mind , but from a different perspective. r n r nScript here if you are interested: r nhttp://frictionalgames.blogspot.se/2013/04/gdc-2013-talk.html

Comment In: The Arbitrary or Authored Loss of Control against Perfect & Natural Avatars [Blog - 06/03/2013 - 11:50]

Great to see somebody else ...

Great to see somebody else writing about this. I think this is a fascinating subject and you bring up some good points. As I have not really seen anything written about this yours is the first from another dev I can recall seeing , I wonder how much it is ...

Comment In: The Trouble with Immersion, or the Opening of Metro: Last Light [Blog - 05/16/2013 - 09:35]

Some thoughts that I might ...

Some thoughts that I might just drop here: r n r n1 The most important thing to consider in these sort situations is what is the intention . Is it to convey story Is it in order to show the suffering of the people Is it just to have some ...

Comment In: Thoughts on Slender: The Arrival [Blog - 05/13/2013 - 03:09]

I am happy with not ...

I am happy with not having any direct HUD for Amnesia. But perhaps one could have used something and skipped the inventory screen. The lack of HUD and moving stuff to the a menu screen has deep roots in horror going all the way back to Alone in the Dark, ...

Comment In: The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved [Feature - 04/08/2013 - 04:00]

Thanks for replying r n ...

Thanks for replying r n r n- But I 'm getting a whiff of the go-anywhere-and-do-anything fantasy here, and that r n r noh definitively not I am all for a very small set of actions and for a very straightforward experience. The problem today is not that we can ...

Comment In: Interactive Narrative, Edgar Allen Poe and Art [Blog - 10/10/2011 - 06:08]

Heard tons of good stuff ...

Heard tons of good stuff about the Dark Eye, but unfortunately not played it myself. Is it possible to get it working on modern computers Also want to say that it is fun to see people that have done these kind of projects getting involved in the game's discussion again ...

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