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Not The World I Know. Originals Swan Song This is a tough one to write.

Not The World I Know

For those of you who know me, in person, by my writing, or… Originals The Fool and the Villain, Part II (Warning: In Second Life, pixelated tits and dicks abound. Abandon all hope, all ye who enter this article at work.)… Commentary The Edge Of The Ocean The problem is to plot the map. My sense of geography is spotted with black holes. There’s the Chinatown and… Originals Play Everything Play everything. No, I’m serious, play everything. Notables From The Game Developers Conference. Originals Swan Song This is a tough one to write.

Notables From The Game Developers Conference

For those of you who know me, in person, by my writing, or… Originals The Fool and the Villain, Part II (Warning: In Second Life, pixelated tits and dicks abound. Abandon all hope, all ye who enter this article at work.)… Commentary The Edge Of The Ocean The problem is to plot the map. My sense of geography is spotted with black holes. The Fantasy and Reality of Columbia. Originals Swan Song This is a tough one to write.

The Fantasy and Reality of Columbia

For those of you who know me, in person, by my writing, or… Originals The Fool and the Villain, Part II (Warning: In Second Life, pixelated tits and dicks abound. Abandon all hope, all ye who enter this article at work.)… Commentary The Edge Of The Ocean The problem is to plot the map. My sense of geography is spotted with black holes. There’s the Chinatown and… Originals Play Everything Play everything.

No, I’m serious, play everything. Tell me your story and let me play. Originals Swan Song This is a tough one to write.

Tell me your story and let me play

Dissonant Reviews: Miasmata. Originals Swan Song This is a tough one to write.

Dissonant Reviews: Miasmata

For those of you who know me, in person, by my writing, or… Originals The Fool and the Villain, Part II (Warning: In Second Life, pixelated tits and dicks abound. Abandon all hope, all ye who enter this article at work.)… Commentary The Edge Of The Ocean The problem is to plot the map. My sense of geography is spotted with black holes. There’s the Chinatown and… Originals Play Everything Play everything. No, I’m serious, play everything. Game Design Reviews: Inductive Game Design Research. Myst Postmortem Observations. One of my favorite GDC sessions are the Classic Game Postmortems.

Myst Postmortem Observations

These are presentations where the creators of famous old-schools games tell the story of how those games were created. The postmortems are great because they tend to reveal surprising facts about those often pivotal games. They also great because they often show a historical, type of game development which isn’t really all that relevant for modern big game production. The teams were small, often just one person. They made games by following a hunch rather than trying to maximize their revenue.

I saw two of those postmortems recently and wanted to share some observations: The first one is Robyn Miller talking about Myst. Myst - Wikipedia, the free encyclopedia. GDC Vault - Classic Game Postmortem: Myst. GDC Vault - Classic Game Postmortem: Alone in the Dark. GDC Vault - Classic Game Postmortem: Fallout. GDC Vault - Guild Wars: The Artists' Vision. GDC Vault - The Art of Diablo 3. Designing Journey. The Long Journey GDC. Video Game Design Between 1990-2008. Remembering the good all days, when me and my friends were playing Doom, Mortal Kombat, Quake or War Craft on a Pentium 133 MHz computer with Sound Blaster and a 4MB video card.

Video Game Design Between 1990-2008

A lot has changed since then. Video games actually are a lot older than that we used to play in the 90s. The first video game was created in 1947 called Tennis for two and it was played on an oscilloscope like device. With the release of Apple II, Commodore 64 and the ZX Spectrum in late 70s early 80s people could afford to buy such devices and to play video games from their own home. By the mid 80s the video game industry started to evolve at a fast pace releasing games such as Zork, Battlezone and Bard’s Tale.

The 10 Most Visually Stunning Games of the Last 10 Years. (click to enlarge) A few years ago, I made a post that is still one of my favorites to this day.

The 10 Most Visually Stunning Games of the Last 10 Years

It was the ten most visually stunning movies of the last ten years, and it was a joy to put together. I decided that games have advanced to the point where a similar list is possible for that type of media, and here we are. I racked my brain to come up with the titles that have stood out the most from a visual perspective over the last decade. Yes, sometimes that means amazing graphics, skewing the list toward this generation, but sometimes it can be a game having a visual style all its own. These are my ten picks, and I’m sure you’ll have a few of your own by the end. 1. There are many open world games these days, but few as consistently breathtaking as Red Dead Redemption. 2.

The Kid Asks About A Typeface. Bastion is a game that feels a little torn between time periods.

The Kid Asks About A Typeface

On one hand, the game is a veritable shrine to the roleplaying and adventure games of the 16 and 8-bit eras. The isometric camera view, the varied level design, the strict adherence to playing in two-dimensions, and the cohesiveness of its unique “western-punk” fantasy aesthetic all recall a myriad of the best moments from best games of the early 1990s. On the other, the game benefits from things that only exist in the current generation: online distribution, the relative ease and availability of developing games on a small budget (with a small team cramped inside a single house), and most importantly the advent of high-definition graphics. It’s this last current-gen advantage that really enables the world of Bastion to come alive and be realized to an extent that its pixellated forefathers could only infer and hint toward.

To start things off, would you briefly describe your main roles in the production of Bastion : Graphic Design in Video Games by Tim McCabe - List. Gamasutra - Features - The Aesthetics of Game Art and Game Design. The Aesthetics of Game Art and Game Design By Chris Solarski What can we learn from the techniques of the Old Masters to help us create more varied and emotionally meaningful gaming experiences?

Gamasutra - Features - The Aesthetics of Game Art and Game Design

And how must we go about adapting these classical art techniques when we add video gaming's unique element of interactivity? To explore these questions, this article examines the psychology of shapes and dynamic composition, which are the focus of a series of talks I recently completed around North America (kindly supported by Gbanga, Swissnex, and the Swiss Arts Council, Pro Helvetia). I firmly believe that dynamic composition should be the topmost consideration for developers wishing to shape the emotional experience of their video games. Character shape Character animations Environment shapes Pathways We'll explore how these elements work together aesthetically, and finish by applying the techniques learned to game design. CGW's Hall of Fame from 1UP.com. Sid Meier's Pirates! PUBLISHER: MicroProse | RELEASE DATE: 1987 Sid Meier's Pirates!