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Archive for the 'Design' Category

IAnim – Gothic

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 [...]

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It’s been a little while, but there’s much still to be said on the subject of interactive animation. So let’s continue… Once again, I’m going to be talking about old games as well as new, because we already have the technology, we’re just not using it very much. These are some exceptions… Let’s start with [...]

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Linkage

Some links for perusing purposes: The psychology of avatar customization, Patrick Redding on co-op narrative and NPC interaction, intriguing insight into Valve’s design process, and a cool new animation blog and podcast. Enjoy responsibly.

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Prototyping

If you’ve read my blog for any length of time you’ll know that besides animation I also enjoy game design and I’ve recently been tinkering with a little prototype that started as a movement-test and is slowly growing into an actual game. Graphics are placeholder. Haven’t decided what to do for visuals yet…

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Know your classics

Two great interviews with four gaming legends: Mechner, Chahi, Raynal and Cuisset, creators of such games as Prince of Persia, Little Big Adventure, Flashback and Another World. (en français) The first is also available in English. Prince, LBA and Flashback are still among my fondest gaming memories and it’s a treat to read about their [...]

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More Links

Worth a read: Edmund McMillen’s has tips on indie game development, and Adam Saltsman advocates accessibility.

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Shiny

Some various links of interest: Charlie Brooker makes a compelling case for games as a medium, Bioware has tips for those looking to break into the industry, Gausswerks rethinks some games that could have been great, and here’s a nifty open-source tool for analyzing video reference!

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Open Worlds

Great article at RPS on why so many “open world”-games fall short.

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I just got an article published on Gamasutra!

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GDC 09 – Spy Party

From the Experimental Gameplay Sessions: I couldn’t make it out to GDC but I wish I could’ve seen this: Spy Party: This game, developed by Chris Hecker (”Spore“) has a character doing suave and subtle things in a cocktail party, trying not to get spotted. One player is the spy, whose animations are a little [...]

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