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Wesley Rockholz's Blog

 

Game Design and Development major at RIT with a minor in Global Literatures and Cultures. My blog serves as a channel to organize and convey my thoughts and opinions on the game design process.

http://twitter.com/wrockholz

http://people.rit.edu/wgr2484

https://www.linkedin.com/pub/wesley-rockholz/85/40/a42

 

Member Blogs

Posted by Wesley Rockholz on Mon, 29 Sep 2014 01:05:00 EDT in Design, Console/PC, Smartphone/Tablet
5 things I learned about game design after playing XCOM: Enemy Unknown.


Posted by Wesley Rockholz on Fri, 25 Apr 2014 03:38:00 EDT in Design, Social/Online
How can you foster a community in your game naturally and without irrelevant conversation or toxicity?


I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.


Posted by Wesley Rockholz on Thu, 17 Apr 2014 12:33:00 EDT in Art
Reflecting on my first attempt at a stop-motion animation film.


Posted by Wesley Rockholz on Thu, 17 Apr 2014 12:31:00 EDT in Design, Art
Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire).


Posted by Wesley Rockholz on Thu, 17 Apr 2014 12:27:00 EDT in Design, Console/PC
My thoughts on balancing the unpredictability and lack of control caused by randomness in a game by providing facets for player decision making.



Wesley Rockholz's Comments

Comment In: [Blog - 09/29/2014 - 01:05]

Thanks for the feedback, I ...

Thanks for the feedback, I appreciate the comments on response to unfairness. I think that while it 's true that output randomness distorts an expectation cycle, I think the player is happy to accept randomness as long as it is governed by consistent rules. In XCOM, those rules are dictated ...

Comment In: [Blog - 04/25/2014 - 03:38]

Interesting, thanks for pointing the ...

Interesting, thanks for pointing the Journey stuff out. I haven 't spent much time playing it but it was pointed out as an edge case in a discussion. Thanks for the corrections, I 'll do some editing.

Comment In: [Blog - 04/18/2014 - 07:47]

Hey, thanks for the feedback ...

Hey, thanks for the feedback r n r nYou 're right, I focused a lot on competitive games here, probably because the class I 'm TAing for right now is mostly making multi-player board games so I 'm in that mindset. r n r nPlatformers, adventure games, puzzle games are ...