Confessions of a Quirky Christian Artist This is going to start out sounding religiousy, but stick with me if you’re not into that sort of thing. (You don’t need to read it to follow what I’ll be talking about.) It starts out talking about the tiny hidden earpiece mics so many pastors wear now, and my eyes started rolling back in my head so far I could see my prefrontal cortex.
Flark Design - Knowing the game — by Mike Birkhead Your cast is the story. The story is your cast. These are not separate entities, and if you fail to deliver a strong, compelling cast, then your grand imaginings will be as flat as day old soda. A story follows a meaningful flow. The protagonist, our player as avatar, takes an action, and she expects a particular result from her action: she sees a lever, and she expects pulling it will open the door.
Keeping Games & Toys Fun! - GameAndToyConnection.com
What Games Are "Remember," as I was heard to say on Twitter earlier today, "that time when eBay bought Skype for reasons?" That's my initial reaction to the news that Facebook has purchased Oculus Rift. For reasons. Some vague ideas about the future of social and presence and other sci-fi-ish ideas that few can readily express.
This is my second Patch Wednesday post where I discuss a question about video games that I think is unanswered, unexplored, or simply not posed yet. I will propose my own tentative ideas, and invite comments. The header does sound a bit like Ash Wednesday, so we can reaffirm our faith in the idea of examining video games, but I also call it Patch Wednesday to mark the sometimes ragtag and improvised character of video game studies. It falls mostly on the day after Microsoft’s monthly Patch Tuesday. Time to patch things up and start again. It seems a long time ago, but I once wrote a book called A Casual Revolution (2009), where I talked about the expansion of the video game audience, and focused particularly on the downloadable casual games, the Nintendo Wii, and music games. The Ludologist
At GDC this year, I was given ten minutes to speak at the Game Educators Rant. I actually went over by a few minutes (with apologies to my fellow panelists) so I had to cut the end of the presentation a little short. What follows are my notes (sans slides, and edited for strong language since this is not meant to be an M-rated blog). I’d like to start with an apology. I like futurists. They’re really entertaining to listen to, and their picture of the future always sounds so bright. Teaching Game Design
This will be out soon: Nina Kiel wrote her bachelor thesis tackling gender in games. And now it’s a book. And I’m excited to be in it along with good company from other voices on the issue. howtonotsuckatgamedesign
Hotel vs Gozilla (October 6, 2011) Hotel vs Gozilla is an animated adaptation of the ancient Chinese game of Go. I teach casual videogamers the rules and tactics of my favorite boardgame. Fine Game Design - Ethan Kennerly
Created by an exclusive team at Google, Ingress is a game that gets you out of the house and into the world. This mobile app, driven by Google maps, encourages users to move through their own neighborhood or locale to play the game. The game directs players to find objects, capture territories and ally with others to complete required tasks. The Android version can be downloaded at the Google Play store, and the game will be available for iOS devices sometime this year. Learn more about it here. Gamepocalypse Now
Imagine a conversation with a recent film school graduate about the greatest films in recent memory. It would not be uncommon for such a student to mention Star Wars. After all, the film’s impact on culture was tremendous, and its effects are still felt daily among those in the video game industry. Some have joked that nearly every game made is merely some kind of retelling of some Star Wars meme. So, with this scene in mind, imagine the following conversation: Me: “Star Wars: A New Hope – do you know who directed it?” Applied Game Design
Under graphical re-construction This site focusses on my hobby board game mechanics and board game development (check the concept link). My inventory of games is also included to give you a brief impression of the games I enjoy (Aquire, Magic the Gathering, Settlers, Mordheim, Roborally, Bloodbowl, Elfenland, Set!, Warhammer, the older games workshop games, etc.). Also I'm busy writing up a number of dutch translations for US games (spelregels) such as Aquire, Bloodbowl & Mordheim (Warhammer) (check the game rulings link). I dedicated a few special pages to Games Workshop board games (especially Bloodbowl (Note, these pages have long loading time due the amount of pictures). Gaming
DarrellHardy.com Here’s the second part of a story I’ve been working on set in the Ghost Punchers world. Today’s piece introduces Todd and Mayhew, the rest of the team. (If you haven’t read the first part, you can catch up here.) It was almost noon when Mayhew rolled up in the van outside Carly’s apartment. Todd leaned out the passenger-side window and gestured to the side door.
Zen of Design
How do we get players to play together in a manner that fits their schedules? This is a key logistical challenge a designer faces when building multiplayer games. The promise We are seeing a blossoming of innovative multiplayer systems. Lost Garden
It has been a while since my last post here, but I suddenly felt the urge to write… Lately, I’ve been overwhelmed. I’ve been overwhelmed by a lot of things, by what’s happening in my personal life as well as what has happened in my professional life. I suddenly realized that I was overwhelmed when I was mindlessly browsing the net when I decided to go and have another look at our studio’s blog and see if there where any new posts and then my attention was drawn to the names at the side, links to the blogs of our studio’s artists. in-lusio
Freelance game designer Tom Sloper offers design services for developers and publishers of electronic entertainment. Freelance game producer Tom Sloper offers production services for developers and publishers of electronic entertainment. Consulting game designer Tom Sloper offers design services for developers and publishers of electronic entertainment. Consulting game producer Tom Sloper offers production services for developers and publishers of electronic entertainment. Sloperama Productions - スローパーラマ プロダクションズ
Greg Costikyan I've been in the game industry for more than 30 years -- my first job, at 14, was assembling and shipping games in the warehouse at SPI. At present, I'm serving as Senior Game Designer for Loot Drop and also as an advisor to the Pennsylvania Game Studio, as well as working on a couple of boardgame projects on my own time. The MIT Press recently published my book Uncertainty in Games. I've designed more than 30 commercially published board, roleplaying, computer, online, mobile and social network games; my ludography is here. I have, in fact, been something of a pioneer in new and emerging game markets -- I designed the first online game to attract more than a million players (MadMaze, for the old Prodigy COLS), founded one of the first mobile game publishers in North America. In 2007, I received the Maverick Award at GDC for "tireless promotion of indie games;" I've also won five Origins Awards, and am an inductee into the Adventure Gaming Hall of Fame.