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September 19, 2017
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Viktor Eisenmann's Blog

 

Born in 1991 and passionate about games since then.

Graduated in 2013, I have been working in the development area since then, designing both digital and board games for big companies in Brazil and in the international scene.

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Member Blogs

Posted by Viktor Eisenmann on Thu, 18 Sep 2014 10:27:00 EDT in Design, Console/PC
P.T “demo-game-teaser” was introduced in August 12th during the 2014 Gamescom Edition and shocked everyone with it graphics and horror ambience. In this blog post we will analysis the factors that create this fantastic and horrifying experience.


Posted by Viktor Eisenmann on Sun, 15 Jun 2014 10:24:00 EDT in Design, Art, Console/PC
Why in side scrollers games the character must move to the right of the screen? How I was able to play so many different games when I was a kid, without having someone to teach me? This blog post is a study, an attempt to answer those questions.



Viktor Eisenmann's Comments

Comment In: [Blog - 05/19/2017 - 09:30]

Also, you could say that ...

Also, you could say that short phrases are visually less tiring. But a good story doesn 't need words at all Level Design and a good environment can tell a lot to the player, check the game Inside .


Comment In: [Blog - 09/28/2015 - 01:25]

OMG I was thinking about ...

OMG I was thinking about the rat experiment yesterday Trying to find an article about it, and today... BANG Here it is Thank you r n r nI really enjoy studying how psychology works on games and how it affect player 's behaviour. r nAs humans, we are not random ...

Comment In: [News - 02/11/2015 - 04:46]

Very interesting... A few years ...

Very interesting... A few years ago I saw a horror game that acessing the menu map, weapons, items wouldn 't pause the game, so it also made players afraid. The menu was an animation of the character opening his jacket and searching his pockets. r n r nAlso, Resident Evil ...

Comment In: [Blog - 11/11/2014 - 01:39]

In my opinion, a good ...

In my opinion, a good way to really scare the audience is to play with our most basic and intrinsic feelings, such as Claustrophobia fear of being closed in and Nyctophobia fear of dark . And this can be used in Level Design, game mechanics and ambiance. r n r ...

Comment In: [Blog - 10/29/2014 - 01:59]

Awesome article I could never ...

Awesome article I could never think of a playable UI to teach players. Very clever and useful r n