Pete Ellis's Blog
I am an experienced level designer with a passion for narrative driven AAA single player games. I’m currently working at Naughty Dog on The Last of Us Part II.
I have experience working on first-person shooting games, having worked on Killzone Mercenary for the PS Vita, and DLC for Killzone Shadow Fall for the PS4, and RIGS: Mechanised Combat League for PSVR.
My portfolio website is pete-ellis.com
Expert Blogs
Part 2 in a discussion on 'subverting player expectation'; doing something different with a game's mechanics to make it engaging and keep it from becoming predictable, focusing on the creation of a unique workbench event in "The Last of Us Part II".
The design principles for PSVR game 'RIGS: Mechanized Combat League' that was covered in my talk in a design panel at Eurogamer EGX 2016, at the Birmingham NEC, UK.
A look at how the arrangement of geometry for an environment influences and affects the difficulty of a combat encounter by effecting enemy behaviour.
A discussion on 'subverting player expectation'; doing something different with a game's mechanics and gameplay not only to make it engaging and keep it from becoming predictable, but also to strengthen story beats and communicate character emotion.
Pete Ellis's Comments
Comment In:
[Blog - 10/15/2018 - 11:20]
That 's very upsetting and ...
That 's very upsetting and I 'm sorry to hear about your experience Seppo, especially as it meant selling your PSVR. r nI wasn 't allowed to talk about simulator sickness at the time as PSVR hadn 't be released yet, but I added an extra section about it as ...
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[Blog - 08/28/2017 - 10:19]
Do you have any more ...
Do you have any more examples of these laws in games The Portal 2 example is interesting to see how they can be implemented so it would be good to see other practical examples or cases not in UI , especially the figure and ground concept sounds like it might ...
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[Blog - 12/06/2016 - 03:04]
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[Blog - 03/25/2016 - 01:04]
Hi Mike, great write up ...
Hi Mike, great write up I really like your discussion of affordance - I think its an important part in playing with player motivation. r n r nFor example, how you 've talked about knowing a tin of beans is going to be in a kitchen gives the player the ...
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[Blog - 08/21/2015 - 01:47]
That 's a very good ...
That 's a very good point Zi excellent article by the way , the mantra of 'form follows function ' has to create the formation of a combat space. Imagine a Gears of War encounter that had no cover You 'd get killed almost immediately and it wouldn 't be ...
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[Blog - 03/10/2016 - 03:07]
This is a really good ...
This is a really good example that I had forgotten about I played Arkham Aslyum when it was first released about 6 or 7 years ago , and I like examples of subversion that are used for more than just preventing boredom. r n r nFor example something I looked ...