Gamasutra - Blogs http://www.gamasutra.com/blogs/ Douglas Lynn's Blogs Wed, 22 Oct 2014 08:03:12 EDT en-us scarless@think-services.com (Simon Carless) Shifting Priorities - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20140718/221399/Shifting_Priorities.php Design,Production,Console/PC,Indie Game development is supposed to have certain protocols to follow. In theory, there are standard production models and rules that help make development a smooth ride. In reality, that's not exactly true, especially in the indie scene. http://www.gamasutra.com/blogs/DouglasLynn/20140718/221399/Shifting_Priorities.php Fri, 18 Jul 2014 12:24:00 EDT Your Players are Idiots (or: Press A to Jump!) - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20140414/215459/Your_Players_are_Idiots_or_Press_A_to_Jump.php Design,Art,Console/PC,Indie Designing a tutorial that isn't completely in people's faces is a lot more difficult than it seems, especially with a unique game concept. I've discovered just how easy it is to forget that while you, the developer, know your game, players don't. At all. http://www.gamasutra.com/blogs/DouglasLynn/20140414/215459/Your_Players_are_Idiots_or_Press_A_to_Jump.php Mon, 14 Apr 2014 05:34:00 EDT Yoshi has a Hammer: Exploring Style through Smash Bros. - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20130722/196774/Yoshi_has_a_Hammer_Exploring_Style_through_Smash_Bros.php As I finally get around to rediscovering Super Smash Bros. Melee, I explore what I find to be the most fundamental difference between it and its successor - style - and how it can play a role in every aspect of a game's design. http://www.gamasutra.com/blogs/DouglasLynn/20130722/196774/Yoshi_has_a_Hammer_Exploring_Style_through_Smash_Bros.php Mon, 22 Jul 2013 11:20:00 EDT The [Spiritual] Role of Design - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20130601/193445/The_Spiritual_Role_of_Design.php The development process is about taking a game concept and making it into a fully-functioning software system. It's surprisingly easy to forget in the process that a video game is more than just a piece of software – it's a piece of entertainment. http://www.gamasutra.com/blogs/DouglasLynn/20130601/193445/The_Spiritual_Role_of_Design.php Sat, 01 Jun 2013 10:04:00 EDT Lessons of Rapid Prototyping - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20121204/182702/Lessons_of_Rapid_Prototyping.php Living through a prtotyping course is like performing a game jam every week. There are lessons to be learned about games, but the most important of all is that designing a prototype is completely different from designing a game. http://www.gamasutra.com/blogs/DouglasLynn/20121204/182702/Lessons_of_Rapid_Prototyping.php Tue, 04 Dec 2012 11:27:00 EST What Is 'The Game Experience'? - by Douglas Lynn http://www.gamasutra.com/blogs/DouglasLynn/20120830/176837/What_Is_The_Game_Experience.php As game developers, we create games. But what else do we create? How can the overall concept of the "game experience" help us to define titles we might not normally refer to as games? http://www.gamasutra.com/blogs/DouglasLynn/20120830/176837/What_Is_The_Game_Experience.php Thu, 30 Aug 2012 02:32:00 EDT