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Archive for the 'Design' Category

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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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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IAnim – The Act

For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Now, The Act…

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IAnim – Valve

For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… A bit of Half Life 2 and Team Fortress 2 this time… One thing Valve does very well is make it feel like you’re present in the world by having characters [...]

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There was something else I wanted to talk about in Shadow of the Colossus. There are many things that set apart this game, but there is one that’s rarely mentioned: This game has anticipation, one of the key principles of animation so often deliberately ignored in games. It is interesting that Ueda chooses not to [...]

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IAnim – Team Ico

For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Two this time… Ico and Shadow of the Colossus: Not the most recent, but still remarkable both, for their daring use of animation in making you feel connected to the world [...]

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IAnim – Outcast

For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Today, Outcast… It may be cause for concern that a ten year old game still merits inclusion, but it is a testament to just how far ahead of its time Appeal’s [...]

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For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… First up, Assassin’s Creed… No doubt its movement and environment interaction are a milestone in game animation, weaving elegantly through crowds and running effortlessly across rooftops… but there is another aspect [...]

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A few years ago I developed a thesis “To explore how in-game animation can be used to drive interactive storytelling and gameplay“… Part of the project was to test out some ideas on how animation could be used to communicate with the player. Another part was to examine what had been done so far. I [...]

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