Jul 10th, 2010 by Ninja Dodo
If you’re new to games, or consoles were more your thing in the 90s you may not have heard of Looking Glass. They were a game studio that pioneered a genre that came to be known as the “Immersive Sim”, focusing on deep player interaction with a detailed and consistent game world using a unique blend of narrative, artificial intelligence and physics simulation. Famous for titles like Thief and Ultima Underworld, its influence can still be felt across the games industry.
Right now there’s an excellent series of interviews on Rock Paper Shotgun about the rise and fall of this particular school of design and its continuing legacy. Smart people talking game design philosophy. Great great stuff.
Posted in Design, Games | 2 Comments »
Jun 29th, 2010 by Ninja Dodo
A few more links for general education and enjoyment:
Posted in Animation, Art, Games, Links | No Comments »
Jun 5th, 2010 by Ninja Dodo
It occurred to me recently why I don’t generally like sci-fi that much, and conversely why I love a good historical setting.
I want a world I can believe in, that subtle sense that these places are real, and you could go there if only you could charter a plane, or a time machine… Sci-fi is always so neat and tidy. I just don’t buy that anyone would live there.
Fantasy has this problem, but not as much because it tends to have one foot firmly in modern or medieval times which gives it something to work with. Though you can tell the difference between your average high-fantasy and The Lord of the Rings. There’s a depth and truth to Middle Earth that most don’t bother with… but it’s not about volume. People mistake Tolkien’s achievement for being one of sheer effort, but you don’t create an interesting world just by throwing pages of backstory and concept art at it.
It’s in the little things. The worlds that get away with it are the ones that put in those carefully observed details that make them human.
It’s the petty politics of Vampire Bloodlines, it’s the space marines in Starcraft bringing beer to a demolition (“Thank god for cold fusion!”), it’s the way the X-Wings in Star Wars look like they could use another paint-job…
The universes that transcend their fictional origins are the ones that feel ‘lived in’, their inhabitants just getting by in a place that is entirely real to them.
Posted in Film, Games, Writing | No Comments »
May 30th, 2010 by Ninja Dodo
Posted in Art, Games, Links | No Comments »
May 16th, 2010 by Ninja Dodo
Gave my website a long overdue overhaul. Gels a bit better with the blog now. See if you can spot the not especially well-hidden animation references.
Posted in Animation, Art, Work | No Comments »
May 5th, 2010 by Ninja Dodo
Worked some more on the swimming game. It has random rock formations and ambient friendly fish now…
Posted in Design, Games, Guppy | No Comments »
Apr 21st, 2010 by Ninja Dodo

I’m not in the habit of plugging sites that sell things, but I’m willing to make an exception for the re-release of one of my favourite games of all time on GOG.com: Appeal’s Outcast, for $5,99… Seriously, get this game.
There still hasn’t been an open world adventure quite like it.
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Apr 8th, 2010 by Ninja Dodo
And the Oscar for best use of gaming nostalgia goes to… P I X E L S
Posted in Animation, Art, Film, Games, Links | 1 Comment »
Mar 22nd, 2010 by Ninja Dodo
For the next couple of weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games…
This week, Gothic.

I suggested recently that games could show skill progression in the movement of the player, making the animation more elegant as you level up, but some games are already doing this, Piranha Bytes’ action-RPG among them. Set in a medieval prison colony; the player picks up skills from various allies.
As in most RPGs you start out pretty helpless and your general incompetence is reflected in how you hold and swing a blade. Get some training though and you start showing a little more control in your movements, different slashing moves are unlocked and you can now use timing to your advantage…
The player becomes visibly more skilled.
It’s worth noting the animation doesn’t have to be perfect, as long it is effective and communicates clearly. All the better if it also looks cool, of course.
Posted in Animation, Design, Games, Ianim | 1 Comment »