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November 24, 2020
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Douglas Lynn's Blog


Doug Lynn is a 2009 graduate of Champlain College's Bachelor's degree program in Electronic Game and Interactive Development. He is currently enrolled in Rochester Institute of Technology's Master's program in Game Design and Development. Despite his student status, he'll happily accept any form of game development work that comes along, and he will gladly be the first to admit that his blog is in place largely for purposes of personal publicity. With that said, he hopes you enjoy it.


Member Blogs

Posted by Douglas Lynn on Fri, 18 Jul 2014 12:24:00 EDT in 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.

Posted by Douglas Lynn on Mon, 14 Apr 2014 05:34:00 EDT in 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.

Posted by Douglas Lynn on Mon, 22 Jul 2013 11:20:00 EDT in
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.

Posted by Douglas Lynn on Sat, 01 Jun 2013 10:04:00 EDT in
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.

Posted by Douglas Lynn on Tue, 04 Dec 2012 11:27:00 EST in
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.

Posted by Douglas Lynn on Thu, 30 Aug 2012 02:32:00 EDT in
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?

Douglas Lynn's Comments

Comment In: [Blog - 07/25/2013 - 07:00]

I think the two points ...

I think the two points you placed in boldface are deserving of that emphasis. r n r nFrom what I understand, that lack of response from people is far from being exclusive to the game industry. I haven 't actually had that first job yet, but I 've definitely run ...

Comment In: [Blog - 10/28/2012 - 10:30]

I find it creepy that ...

I find it creepy that I basically wrote a much-compressed version of this for my third critique in game design class about three weeks ago. But that 's not the point here. r n r nI think it 's safe to say that the Prime trilogy became increasingly Western as ...

Comment In: [Blog - 04/23/2012 - 09:36]

I 'll at least say ...

I 'll at least say that I 've sometimes looked at video games as being too much work to bother with. There are times when I feel like indulging in a passive experience, like watching a movie. Games are a more active experience. You can 't really sit down and ...

Comment In: [Blog - 04/20/2012 - 05:15]

The point on randomiztion is ...

The point on randomiztion is quite good. Randomization produces surprise, and surprise in the right context creates shock and/or fear . One of the issues with it, though, is that, like anything else, it needs to be practiced in moderation. To generate a tense, frightening environment, there needs to be ...

Comment In: [Blog - 04/16/2012 - 05:35]

I think these are very ...

I think these are very useful pieces of advice. I also feel it 's worth applying to whatever your craft may be. As primarily a designer, I often find it distressing when I 'm not playing or making games for too long. But a lot of it comes down to ...

Comment In: [Blog - 04/01/2012 - 03:18]

There 's no reason you ...

There 's no reason you can 't make excuses WHILE learning to program, improving communication skills, and seeking out kindred spirits at the same time. That 's multitasking In fact, I would say the excuse, I haven 't been making games because I 'm learning 12 different development aids is ...