I just discovered The Cutting Room Floor (TCRF.net) through the (also recently discovered) Watch Out For Fireballs podcast, which is from my hometown. TCRF documents cut assets, levels and features in videogames. There goes my free time.
Read moreCategory: Game Designer
Games as Rhetoric
I finally got around to reading this post on Raph Koster’s blog. It’s powerful, thoughtful, and emotional. I’m not sure I have anything to add yet, but I wanted to refer people to his post because it captures a lot about the current independent games scene that I hadn’t recognized or put into words yet….
Read moreDavid Manuel: “A Producer’s 10 Lessons Learned the Hard Way”
Reflection on an article by David Manuel: “A Producer’s 10 Lessons Learned the Hard Way”.
Read moreJamie Griesemer: “Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3”
Reflection on a talk by Jaime Griesemer: “Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3.”
Read moreThe Little Things
I was recently introduced to some interesting studies, looking at features I’d never noticed in a couple of games that I know very well. These are features that are essential to the feel of these games. Does anyone know of other clever game features that you don’t usually notice?
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