Lee Perry's Blog
I'm Lee Perry, I've been making games for around 20 years, making me older than dirt. I was Lead Designer at Epic Games and worked there for 10 years prior to going indie with 5 friends and forming BitMonster.
In a year and a half we created 3 games, all featured by Apple worldwide (Lili on iOS, THRED on iOS, and Gunner Z on iOS) and it was a crazy informative adventure.
Now I'm off on the most personal quest of my life, adding programming to my skillset and taking the time I need to travel with the family, live abroad, and make some projects on my own.
We all make important decisions as we go through the process of creating a project... but for me at least, the most painful calls are the ones that make me choose between my original idealized inspiration, versus what a game is naturally evolving into.
To many, VR has an "unsolvable" problem when it comes to basic mobility of the player. But is it possible we're coming at this issue from a bad direction? Perhaps our goal of a universally accepted control scheme is actually hampering us?
We all probably have some ideas about what will be compelling about VR headsets as the Oculus and Morpheus launch, but there's an aspect of it that I find more and more compelling as I experiment. I try to explain here.
As a developer, you're doing yourself a huge disservice by actively blocking out games that you view as "too mainstream". Don't take pride in being myopic under the guise of "having high standards"; you never know where ideas and trends will come from.
We all have preferences and metrics for what we consider "a good story" in a game. When I boil down my preferences, 9 times out of 10 it comes down to relatable dialogue and one or two other pet peeves. Hope you enjoy!
When we lament the existence of clones and "rip-offs" of other games, we sometimes miss the reason they happen from a design perspective. I believe communication is a factor in why this happens.
Lee Perry's Comments
[Blog - 08/24/2015 - 02:51]
I 'm not sure I ...
I 'm not sure I agree... although I get what you 're saying. So, when we made the three Gears of War campaigns, every level would begin with a post-it note meeting with Cliff, Rod, Dave Nash who took over the Lead LD role after the first game , Me ...
[Blog - 03/09/2015 - 06:28]
Yeah, great point. These days ...
Yeah, great point. These days I 'm working on completely solo projects and I 'm constantly amazed how even by oneself there 's like this back and forth debate constantly rambling about in my head. r n r nYou 're right too about the progress into the project having an ...
[Blog - 09/30/2014 - 01:46]
Yeah, that 's an interesting ...
Yeah, that 's an interesting aspect of all this... in real time we 're controlling so many aspect of our body intuitively, finding ways where you feel free in VR is a worthy challenge for sure. Being able to intuitively run one way while shooting another and looking another is ...
[Blog - 11/18/2013 - 11:29]
[Blog - 11/11/2013 - 11:14]
Fair point about a scale ...
Fair point about a scale of violence, for an intimate story. Something like Shadow of the Colossus does a great job with that in kind of making that very emotion palpable. I 'm always wondering while playing it am I the bad guy here ... that kind of moral ambiguity ...
[Blog - 08/05/2013 - 10:32]
Thanks very much Honestly I ...
Thanks very much Honestly I worried it was a half formed thought, but I love to see the followup discussions fleshing out the point, haha.