I am currently shepherding designers at ArenaNet.
I have been doing this for a while - my first game was back in '96, for a little company called Hyperbole Studios. I've worked at EA, Activision, Ubisoft, and now ArenaNet. So far, no one has seen fit to eject me from the industry, so I keep makin' while the makin' is good.
In secret moments, I'll admit to being a bit of a philosopher, and a "let's-goof-around-with-game-design-theory"-type person, but don't tell my friends. They are all convinced I'm just a corporate hack.
My personal musings can be found at http://www.darklorde.com/.
Relic Entertainment has been using the Engines of Play, a method of identifying your audience's motivation described at GDC 2016. What they learned is very much the same as what Jason learned while using those methods at Ubisoft.
A long, rambling analysis of the meaning that lies behind popular entertainment, and how games express their meaning.
Several someones made some very strong counter-arguments to my last post on this Brian Moriarty talk (see "The Performance of Play"). I attempt to respond to said arguments without having to admit I was wrong.
Brian Moriarty may or may not have been right to apologize for Ebert... but, either way, his presentation had one or two ideas that look to be crystalline diamonds of philosophical awesome. I'm gonna ramble about two in particular.
This post discusses Ian Bogost's "Persuasive Games" - to do that, Jason needs to dumb it down enough that it can fit in between the tiny cracks in his brain, but at the end, he's going home with a new designer gem.
[News - 07/09/2013 - 12:00]
That 's simply not the ...
That 's simply not the case. I have worked in 'large commercial gaming outfits ' for the better part of two decades, and I can tell you that devs are just as culpable for what goes into their games as the communications people, as often as not. r n r ...
[News - 07/02/2013 - 12:02]
Finally, someone expresses the gift ...
Finally, someone expresses the gift the game gave, in clear and simple terms. This is exactly what I saw when I played it, but I would never have been able to say it this clearly. Thank for this, Leigh. Excellent.
[News - 06/19/2013 - 05:56]
[News - 07/01/2013 - 02:28]
I 'm sharing my experience ...
I 'm sharing my experience with the statistics on the games I have exposure to, not trying to update the official statistics. I don 't have stats on the whole industry. r n r nSee, that isn 't the point. : The point is that finish rates are low, and ...
[News - 03/08/2013 - 01:11]
[News - 07/18/2012 - 08:57]