Mata HaggisBurridge's Blog
I am the Professor of Entertainment and Creative Games at Breda University of Applied Sciences (BUas, formerly known as NHTV) in the Netherlands. I mix practical knowledge from 20 years of games development with academic research.
Alongside my work at the university, I consult on game design and writing for AAA and indie teams. Most recently I was the writer for Resident Evil Resistance, and I have been working in collaboration with Techland’s narrative team on mission writing/design for Dying Light 2. Previous to this, I worked on the award winning indie drama Fragments of Him, as well as Aliens Versus Predator, Burnout Paradise, and other titles.
Contact me about consultancy:
We aspire to create â€˜immersiveâ€™ games, but this word is used to mean several different things. If we are more specific, we can be clearer in what we are trying to achieve, and help our teams work towards a common goal.
Ten developers, from AAA to indies and community organisers, were interviewed about relationship with academia, thoughts on the future of games, and more. The results are inspiring and personal stories that drive devs in their work.
New research is underway into the relationship between games, developers, academics, and wider society. The first result might not be very surprising: games developers don't research papers. If you did find that surprising, you are probably a researcher.
The final GaymerX conference happened in San Francisco this weekend. This post reflects on the successes of the event and its diversity agenda. The post also looks at why this was the last 'GaymerX' and where the organisers will take this in the future.
Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena.
With a time limit of three days, an emotional narrative, multiple in-game locations, and issues of sexuality, it was going to be a challenge controlling the scope of the Fragments of Him prototype. This post describes how we did it, and what we learnt.
Mata HaggisBurridge's Comments
[Blog - 05/12/2020 - 10:47]
Thanks for your thoughts, Rickard. ...
Thanks for your thoughts, Rickard. r n r nI do think that there is something interesting in the potential harm to a player 's experience that can come when a game expects the player to switch between different forms of immersion. For example, when a player is engaged with the ...
[News - 04/27/2016 - 01:27]
[Blog - 02/03/2015 - 02:59]
I liked the article, but ...
I liked the article, but the conclusions take a couple of leaps beyond the earlier arguments. The MDA model is appropriate for analysis and understanding, but it doesn 't necessarily provide new avenues for designers to think outside of existing paradigms. In my understanding of the model, it is a ...
[Blog - 09/09/2014 - 08:34]
[Blog - 08/17/2014 - 02:21]
[Blog - 07/15/2014 - 01:26]
You 're welcome It was ...
You 're welcome It was great to feel that we were at the tip of an iceberg this weekend - there are a lot of people around the world who couldn 't attend, but whose wishes are behind the GaymerX event.