Francisco Souki's Blog
Francisco is a Game Designer at Schell Games. He has spent the past seven years designing videogames, interactive installations, classical art reimaginings, theater performances and a digital puppeteering software.
Here's a log of the ~100 GDC talks I've watched with fellow game developers, with ratings and tags so you can find the best ones and the free ones. tinyurl.com/gdcvault
Tungsten is an ugly pimple on the awkward face of a developing industry of microtransactions. It sticks out and is quite hard to look at. It literally lurks in a corner of the Dead Space 3 resource shop, waving its $ flag shyly but resolutely.
Back in August, Schell Games halted production of all projects and let their 70 employees, myself included, work on whatever they wanted for a week. One of the result projects, InnerCube, is now out on the market. Here is what I learned from the process.
Bow in hand, my super hot archer-chick was standing there, looking at her adventuring party. These were the dudes and girls that had stood by her as she kicked butts across an entire continent. And I could not care less about them.
I have just finished playing through inFAMOUS and I’m ready to speak my mind - hot as it might be. This piece will spoil a big part of inFAMOUS and even a bit of Bioshock So be warned. SPOILERS below.
High expectations for Henry Hatsworth meant I had a lot to say when I finally played it. After I posted a note about the game which got featured in Gamasutra, I recieved a surprise email from Kyle Gray, the mind behind the game.
Francisco Souki's Comments
[Blog - 04/08/2015 - 02:15]
Definitely a big overlap between ...
Definitely a big overlap between great talks and free talks, which is great news for everyone. And like you, I don 't know if I would pay for a membership if I didn 't already have access to one. r n r nThere 's definitely great stuff that isn 't ...
[Blog - 03/08/2013 - 12:21]
It would seem like the ...
It would seem like the equation for when we do/don 't feel dirty around microtransactions has more variables than developers and players have managed to account for. Some of those, and the good points you make, dabble in psychology. I would very interested in reading well-informed research about the psychology ...
[Feature - 06/26/2012 - 04:20]
Good article, Victoria. I did ...
Good article, Victoria. I did a more broad analysis of some of Chrono Trigger 's design lessons a while back, thought you and anyone else who has enjoyed this article might find it interesting: r n r nhttp://www.etc.cmu.edu/etcpress/content/chrono-trigger-francisco-souki
[Blog - 12/09/2011 - 09:31]
Hi Michael Thanks for the ...
Hi Michael Thanks for the comment. Before Jam Week, the company tried something slightly similar to Google's 20-percent time, where once a month or so we were encouraged to work on whatever we wanted for a day. However, most people just used that time to catch up on their tasks ...
[News - 11/22/2010 - 04:39]
Actually, also according to Inside ...
Actually, also according to Inside Facebook, Phrases isn't quite above Farmville. http://www.insidefacebook.com/2010/11/22/phrases-appears-to-but-doesnt-really-pass-farmville-on-this-weeks-list-of-fastest-growing-facebook-apps-by-mau/
[Feature - 07/21/2010 - 04:35]
Great article Super practical and ...
Great article Super practical and to the point. It was interesting to see you mention Narrative Game Mechanics - I wrote a Gamasutra post on that subject a while back, here's the link in case anyone is interested http://www.gamasutra.com/blogs/FranciscoSouki/20090625/2130/Game Mechanics That Tell Stories.php