Keith Burgun's Blog - Game Designers: Learn to Program. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. When I was 11, my family got its first computer: an AST "Advantage! " Yehuda: 10 Ways to Know If You Are a Hack Game Designer. Are you a hack game designer?
Slaton White's Blog - Tools of a Game Designer: What I use and What is out There. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. There are a variety of ways to go about designing a game. Luckily enough I’ve had enough projects to work on and enough freedom to try different ways to design them. Some ways have completely failed me and others have shown real promise. What Games Are: Is Formal Game Design Valuable? Editor’s note: Tadhg Kelly is a consultant game designer and creator of leading game design blog What Games Are.
You can follow him on Twitter here. Plagiarism as a moral choice. Plagiarism is defined in dictionaries as the "wrongful appropriation," "close imitation," or "purloining and publication" of another author's "language, thoughts, ideas, or expressions," and the representation of them as one's own original work, but the notion remains problematic with nebulous boundaries.
The modern concept of plagiarism as immoral and originality as an ideal emerged in Europe only in the 18th century, particularly with the Romantic movement, while in the previous centuries authors and artists were encouraged to "copy the masters as closely as possible" and avoid "unnecessary invention. Combat Game Designer: What Do Combat Designers Do? What Unique Skills Are Required for Combat Design?
Did you know... Each year more than 25% of the student population of The Digital Animation & Visual Effects School (DAVE School) comes from outside the US to attend the school at Universal Studios in Orlando, Florida. There are currently students attending from Saudi Arabia, England, South Korea, Russia, Venezuela, and Dubai. DAVE School can provide assistance in securing student visas and student housing. Features - Old Grumpy Designer Syndrome. [What happens when designers have no clear career path, and there's no culture in the studio that helps nurture them?
You get an old grumpy designer. In this article, design consultant Alexandre Mandryka identifies the causes and symptoms, and prescribes treatment.] You've done it all. Choppin’ Broccoli: The Process of Game Design - Reality Blurs. Tackling Design Simplicity at SXSW Interactive. AUSTIN, Texas—"Complexity is easy.
We can make anything complex," says Dave Hogue. Website creators, app developers, video game designers, and other interactive content creators don't always understand "simplicity," according to Hogue, vice president of Fluid and an interactive design instructor at San Francisco State University. He spoke to a packed house of SXSW Interactive attendees today about why it's so difficult to make something simple.
Equally, he explained why it's so simple to make something more complex than it needs to be. In his talk, called "The Complexity Curve: How to Design for Simplicity," Hogue pointed to three things that all have to match in order for an interactive product or project to succeed: 1) The mental model, or what the user expects to do. 2) The conceptual model, or what the website or tool asks the user to do. 3) The system model, or what is happening behind the scenes that enables the conceptual model. A Game Designer's Manifesto: The 7 Virtues of a Desamurai. I believe that games should entertain players, while inspiring new perspectives and insights about the world around them.
Game design should be the way to deliberately create game-play experiences, but to do this a designer must be fluent in his or her design practice. The purpose of this manifesto is to explore a set of standards that would shape the conduct or attitude of a designer’s practice. In her post, Respecting Design, Claire Blackshaw describes something I recognized myself when I first entered the industry and continue to recognize in many anecdotes from students that are novice game designers.
In her blog post the essential question is, “Why is it so hard to earn respect as a game designer?” In fact this issue seems to bother many game designers. Starting From Scratch: Five Tips for Better Game Design. Don't Assume Players Are Stupid. Super Metroid is mighty impressive in ways you may not notice, especially if you only played it as a teenager.
Before entering the room containing the destructive Plasma Beam, there’s a pile of goo requiring several shots. Samus--well, the player--enters the room, and finds the Plasma Beam waiting for them in the corner. Like almost everything in Super Metroid, once you’ve acquired the Plasma Beam, that’s it--triumphant music, and you’re back in the world. There’s no tutorial explaining why it’s useful, but the moment you leave the room, the pile of goo is back, but with a twist.
The first shot from Plasma Beam freezes it, and the second one blows the whole thing up. Today, that moment would have several minutes making totally sure players know what the Plasma Beam does. GDC 2012: How designers can increase innovation in their games. Game designers have a choice: Spend your professional life trying to make something interesting and new, or spend it creating "shady, derivative crap.
" Richard Terrell's Blog - Game Design Dictionary. Features - Where Are They Now? Tracking The Trajectories Of Classic Developers. Richard Garriott. Brian Reynolds. John Romero. They're three of the biggest names in gaming history, designers, respectively, of widely acknowledged classics like Ultima, Civilization II, and Doom. They have also all moved into social games. Three Novice Mistakes in Game Design. The Game Innovator's Dilemma - Betable Game Monetization Blog. The Innovator’s DilemmaThe Innovator’s Dilemma is a oft-referenced book by Professor Clayton Christensen of Harvard Business School that describes a theory about how large, successful firms can fail “by doing everything right”. Christensen describes how a company’s successes and capabilities can actually hamper its ability to adapt to new market conditions and technologies. This can affect companies in any space, from game development to creating automobiles.
To explain its theories, the book outlines two major types of technologies: sustaining technologies and disruptive technologies. Sustaining technologies are used to improve the performance of existing products that have an established role in the market. Large companies are often very good at developing these technologies and use them to overcome challenges. Bored Game – A Cautionary Tale For Design Students (Part 2) « #AltDevBlogADay. Earlier this month, I embarked on a two-part odyssey chronicling the misadventures of my design team as we built an analog game for class. You can read part one here, but the tl;dr version goes like this: We spent two weeks of a three-week project developing a game that we were too stubborn to admit broken.
It was broken because we split the focus of our team, ignored crucial states of play, and waited too long to prototype. At the end of the second week we scrapped our previous board game model, and decided to do a pen and paper RPG. It was an odd choice considering the time frame, but there was logic behind it. Bored Game – A Cautionary Tale For Design Students (Part 1) « #AltDevBlogADay.
Confessions of a designer » #AltDevBlogADay. Am I Doing Meaningful Game Design Work? « #AltDevBlogADay. Theoretical Road Blocks in Design (and how to circumvent them) « #AltDevBlogADay. Risk mitigation is important for game designers. Am I Doing Meaningful Game Design Work? « #AltDevBlogADay.