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December 16, 2019
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Tucker Abbott's Blog

 

I am a student at Drexel University majoring in Digital Media, which focuses primarily on production in Animation, Web Design, and Game Development. I have always been extremely passionate about gaming, and I hope to make at least weekly updates about games I am playing, games I want to play, or comment on big happenings in the industry. If you have any questions or comments you want to ask me directly, never hestitate to email me at [email protected] I am always in the mood to agree, disagree, and debate about pretty much anything! (I like to think of it as a good quality.)

 

Member Blogs

Posted by Tucker Abbott on Sun, 10 Jul 2011 06:57:00 EDT in Design, Production
Feature creeping is something widely regarded as bad. It has it's place, and people should know that just because it's another feature doesn't mean it's bad. Harness your inner creeper and let the positives in each of your ideas into your game!


Posted by Tucker Abbott on Mon, 27 Dec 2010 10:53:00 EST in Design, Production
Yomi is the art of reading your opponents mind... in a very non-scifi fashion. This article describes the relevance of Yomi on both a player level (based on a linked David Sirlin article) and my own interpretation of how it can be implemented in design.


Posted by Tucker Abbott on Sun, 12 Dec 2010 04:01:00 EST in Design, Production, Art
This blog post will delve into a breakdown of the MDA framework as it applies to video games. It will look into how each element (Mechanics, Dynamics, and Aesthetics) can be viewed separately, and how they are connected.


Posted by Tucker Abbott on Tue, 07 Dec 2010 07:21:00 EST in Business/Marketing, Design
Response to the Gamesindustry.biz article, posted on 12/06/2010, discussing the 'defensiveness' of the gaming industry on the subject of addiction.



Tucker Abbott's Comments

Comment In: [Blog - 07/10/2011 - 06:57]

I agree completely, that's sort ...

I agree completely, that's sort of what I was trying to get across by saying that you need to think about if the feature reinforces the theme of the game. In RDR, I personally wish that they did more with the fistfighting system. I thought that the experience of being ...

Comment In: [Blog - 12/29/2010 - 05:09]

On my site I am ...

On my site I am currently embedding the video right on my site using HTML5, and I also have a link to a Vimeo page on which I post all of my work if someone is using IE. I know that the more places my work is the better, but ...

Comment In: [Blog - 12/27/2010 - 10:53]

@Joel- I'm glad that the ...

@Joel- I'm glad that the article helped your insight of Yomi, and it's definitely true that it can be applied to near every game that has a wide variety of results for any given situation. @Mauricio- This is one of the big things with AI I always wonder about. Chess ...

Comment In: [Blog - 12/15/2010 - 11:52]

I just finished my first ...

I just finished my first game in Unity and am in the process of making a 2D casual puzzler at the moment. The 2D support, like you said, isn't superb I resorted to just using planes with an alpha channel and writing a script to make them always perpendicular to ...

Comment In: [Blog - 12/13/2010 - 05:40]

Good article and even greater ...

Good article and even greater advice. I was just about to write a post on the importance of prototyping One quote that I found very interesting was on Darius Kazemi's site www.tinysubversions.com . He asked Will Wright, When you re building a prototype, a lot of the times it can ...

Comment In: [Blog - 12/12/2010 - 04:01]

Roberto, thanks for the analysis ...

Roberto, thanks for the analysis of my blog, it's greatly appreciated. At the time of writing, I didn't even realize I was calling them types of fun, but now it sticks out like a sore thumb :P I guess that they would be considered 'triggers' moreso I wonder if it ...