Gamasutra - Blogs http://www.gamasutra.com/blogs/ Matthew Hodge's Blogs Thu, 06 Jun 2013 03:15:58 EDT en-us scarless@think-services.com (Simon Carless) Be Your Own Boss? I Say Recruit Your Own Boss(s)! - by Matthew Hodge http://www.gamasutra.com/blogs/MatthewHodge/20130604/193635/Be_Your_Own_Boss_I_Say_Recruit_Your_Own_Bosss.php Indie,Design Opening up my working desktop to the world invites all of the benefits to productivity that a boss would provide, with none of the negative hangups... http://www.gamasutra.com/blogs/MatthewHodge/20130604/193635/Be_Your_Own_Boss_I_Say_Recruit_Your_Own_Bosss.php Tue, 04 Jun 2013 10:56:00 EDT Take Your Planet to Work Day! (dev just got real) - by Matthew Hodge http://www.gamasutra.com/blogs/MatthewHodge/20130523/192919/Take_Your_Planet_to_Work_Day_dev_just_got_real.php Design,Indie Tomorrow (Friday the 24th) I will be starting a social experiment in audience building. I'm going to live stream my work day. I'll be working on animation and modelling for two projects, and some scripting in Unity3D. Chat will be available... http://www.gamasutra.com/blogs/MatthewHodge/20130523/192919/Take_Your_Planet_to_Work_Day_dev_just_got_real.php Thu, 23 May 2013 12:45:00 EDT Every Game Artist Needs a Secret Little Tree - by Matthew Hodge http://www.gamasutra.com/blogs/MatthewHodge/20130522/192731/Every_Game_Artist_Needs_a_Secret_Little_Tree.php Indie,Art The pursuit of oil on canvas training has helped me mature as a 3D texture artist, begin to develop my own style, and take control of my environment visuals. Discover how more traditional art training can be an invaluable resource! http://www.gamasutra.com/blogs/MatthewHodge/20130522/192731/Every_Game_Artist_Needs_a_Secret_Little_Tree.php Wed, 22 May 2013 01:41:00 EDT Crossroads | Gimmick vs Mechanic (cut or re-tool monetizing elements that subtract from the player experience) - by Matthew Hodge http://www.gamasutra.com/blogs/MatthewHodge/20120531/171549/Crossroads__Gimmick_vs_Mechanic_cut_or_retool_monetizing_elements_that_subtract_from_the_player_experience.php Design,Indie In-game marketing can be done successfully. For this to happen the materials must be threaded into the game in a way that makes sense to the story, the world, and enhances the player experience. http://www.gamasutra.com/blogs/MatthewHodge/20120531/171549/Crossroads__Gimmick_vs_Mechanic_cut_or_retool_monetizing_elements_that_subtract_from_the_player_experience.php Thu, 31 May 2012 12:05:00 EDT Level Design Part II: Abridged Reality (Lessons from Castle Grayskull & the Cat's Lair) - by Matthew Hodge http://www.gamasutra.com/blogs/MatthewHodge/20120524/170909/Level_Design_Part_II_Abridged_Reality_Lessons_from_Castle_Grayskull__the_Cats_Lair.php Design,Indie In part II of this series, we look for level layout inspiration from classic toy play sets. http://www.gamasutra.com/blogs/MatthewHodge/20120524/170909/Level_Design_Part_II_Abridged_Reality_Lessons_from_Castle_Grayskull__the_Cats_Lair.php Thu, 24 May 2012 12:50:00 EDT Level Design Part I: Personification (environments are characters too) - by Matthew Hodge http://www.gamasutra.com/blogs/MatthewHodge/20120521/170723/Level_Design_Part_I_Personification_environments_are_characters_too.php Design,Indie In part 1 of this 3 part post I show how I've developed my approach to level design for my game, "The Legend of Sky". This first part discusses my process of personifying the level, and is great idea to help one work through designer's block. http://www.gamasutra.com/blogs/MatthewHodge/20120521/170723/Level_Design_Part_I_Personification_environments_are_characters_too.php Mon, 21 May 2012 11:15:00 EDT