Hamish Todd's Blog
I sometimes write level design analyses. I also created Music of the Spheres and The Stranger Loop. Now trying to unite video game design with the sciences.
A technique in 3D level design I've never seen discussed before, so let's discuss!
Miegakure is going to change the world - this should be obvious. To get us ready for this here's a review of two educational games: Algebra Assembler, the cleanest educational game ever, and Bond Breaker, the best game of 2014.
Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.
Answer: we can learn at least one thing, and this is what it is.
A short look at a very intelligent and provocative bit of level design
In 2007 at the Montreal Design Reboot, Jonathan Blow gave a lecture about game design. It became famous for blasting the design of MMORPGs. But there were many more insights in the lecture - this section looks at "listening skills" used in Pac-Man CE.
Hamish Todd's Comments
[Blog - 09/02/2014 - 09:04]
Bond Breaker is by no ...
Bond Breaker is by no means design-by-curriculum. Objects were only implemented in the game if they BOTH made for extremely tactile/well-paced/surprising puzzle-elements, AND they showed you something about the deep structure of the universe. :P Dunno where you got the idea that it was just about specific material
[Blog - 10/21/2013 - 11:11]
You mean the video that ...
You mean the video that I linked to in the third paragraph Yup, I think I might have come across that one :P
[Blog - 10/19/2013 - 12:58]
When I tweeted this to ...
When I tweeted this to Ed, he was pleased with it. It would have seemed very unlikely to me that this had happened by accident. The rest of the level has asymmetries.
[Blog - 03/15/2013 - 11:30]
1. I believe that Einstein ...
1. I believe that Einstein Rosen Bridges wormholes do exist, but they would have many properties that Portals do not. To give an important example, one of the main points of Portal 's mechanics was that momentum is conserved, when this really couldn 't be possible, otherwise you could generate ...
[Feature - 03/01/2013 - 04:10]
Ok first of all, this ...
Ok first of all, this is an excellent comment. It has made me feel good about coming to Gamasutra my previous articles have been on consumer websites, and while everyone is very nice about what I write, my words aren 't expanded upon in this knowledgeable, civilized, challenging way. r ...
[Feature - 05/31/2012 - 04:40]
I use the word heterological ...
I use the word heterological to describe the gameplay inconsistencies described in this article. I describe it in this kotaku article http://www.kotaku.com.au/2012/04/its-the-gameplay-stupid-shadow-of-the-colossus/ under the heading Avion as a new piece of behaviour