Category: Game Design
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Criticism
“If you’re not your own worst critic, you’re probably not very good.” This is a quote I’ve told people about for years. But in all honesty it’s always been more of a reminder to myself more than anything. A reminder that perfection in the hearts of creators is unattainable, including myself, but that’s the point.…
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The 7 Principles of Illusion (And How They Apply to Narrative Design)
Who doesn’t love magic? Some have called this art of illusion simply a method of tricking an audience into believing something that isn’t real, which sounds similar to the goal of immersing a player base into the world of an interactive game. So when I saw this video from Wired of magician David Kwong going…
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There’s A Knock At The Door
Imagine you’re sitting in your home, doing something casual, you’re not using much effort or thought. Then there’s a knock at the door. Who’s knocking at your door?What do you do?How does it make you feel? You’re immediate answer might be something like— “I don’t know, who is it?” —and that’s a totally acceptable and…
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Morning Power Cycle 003 – Are Mech Games Even A Genre?
It’s a good question really. If I were to list the first 5 mech games that came to my mind they would span across several known genres of games, from first person shooters to turn-based role playing games. So can mechs really be called a genre in the first place if it can be applied…
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Morning Power Cycle 001 – What Makes a Mech Game a Mech Game?
I love mech video games. I have since I played Armored Core for the first time at a friend of a friend’s house back in high school. Sometimes I try to pinpoint what exactly it is about mech games that draws me to them, but the truth is I don’t think it’s one thing. Maybe…
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Sound High Level Thoughts Pt. 3
This is the third and probably final blog regarding the topic started a little while ago, please be sure to check those out if you haven’t seen them yet. Thanks! Let’s refer to this breakdown image again… In the last blog post we talked a little bit about how pairing 2 parts of the soundscape,…
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Sound High Level Thoughts Pt. 2
Picking up from yesterday’s blog where we discussed part of my presentation on high level audio concepts in game audio. I got into a little bit of what each part of game audio can be utilized for on their own, and today we will explore more high level thoughts on how combining the elements can…
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Sound High Level Thoughts Pt. 1
A few months back I was given the opportunity to put together and present a talk to the whole studio about game audio. It was pretty fun to put together. However trying to not go over 20min meant that I had to keep it fairly high level regardless of how much I really wanted to…
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Applying Vonnegut To Gaming Pt. 2
(Blogtober Day 10) So picking up from yesterday’s Blogtober entry applying some creative writing tips from the late author Kurt Vonnegut and seeing if I can apply them to game development… “Start as close to the end as possible.” This is an interesting one to try to apply to game development as there can be…
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Applying Vonnegut To Gaming Pt. 1
(Blogtober Day 9) Something I maybe have a bad habit of doing is finding a concept, opinion, or soft guideline talked about in one creative industry and considering how it might be applicable to game design and development. I’ve done this almost subconsciously for a while and I tend to keep it to myself these…