I'm into quantitative analysis of user behavior and user social awareness.
This perspective is rapidly becoming more relevant in games, but the industry is not entirely comfortable with it. In this blog I intend to discuss why. There will also be some entries on user-generated and emergent content in general.
Should players who are offended by certain aspects of a game be able to change them?
Did the Mass Effect 3 creators ever go to work in the morning feeling like Leonardo da Vinci?
Animations remain the least realistic part of modern games, but it doesn't have to be that way.
[Feature - 05/21/2014 - 02:00]
Seems like a low ambition... ...
Seems like a low ambition... shouldn 't N M possibilities be the goal to strive for Every new orthogonal variable is a new axis in the space of possibilities.
[News - 05/21/2014 - 08:04]
Swedes are a serious bunch ...
Swedes are a serious bunch and we are specialists in approaching trivial things with extreme seriousness. r nFast fashion, cheap furniture, pop music, video games, cooking, you name it - if there is anything that is considered trivial by others but benefits from approaching it seriously, we 're on it. ...
[News - 05/19/2014 - 04:31]
Game streaming is such a ...
Game streaming is such a suboptimal and counterintuitive concept. There should be a spectator client made for each game. With such a client, only minimal information position of character 's joints would have to be transmitted to each spectator, and spectators would be able to enjoy the game with the ...
[Blog - 04/08/2014 - 05:46]
Good to see the controller ...
Good to see the controller question brought up straightforward. This is actually the way that Oculus is not like Apple. Apple cares about the entire user experience. Oculus is simply neglecting the controller issue. r n r nThey need to create a controller standard quickly. Nothing special, 6DOF for each ...
[Blog - 04/04/2014 - 08:26]
Great post. How about input ...
Great post. How about input though Is it possible, by making possible more natural interactions with objects, to make the player feel more anchored in the world and less prone to sickness
[News - 03/25/2014 - 05:56]