World Design – Devlog

World Design – Devlog

This is the development log for my world design for the prototype The Old Ones. 

Download the game

Continue reading “World Design – Devlog”

Advertisements

Far Cry from Mise en scène

Far Cry from Mise en scène

Beautiful games require beautiful scenes – a vista that takes a player’s breath away as soon as they walk up to it. However, much like anything in 3 dimensional space, it becomes increasingly difficult to control what the player sees. How do you make the player see a beautiful or important piece of the game before moving on to discover the space?

Continue reading “Far Cry from Mise en scène”

Super Hot Spacial Dimensionality

Super Hot Spacial Dimensionality

Video games have a slightly strange relationship with dimensionality, where we are able to explore 3 dimensional space in a 2 dimensional medium. Before 3 dimensional engines, we were only able to explore 2 dimensional space on a 2 dimensional medium. However, this post looks at how video games can help us to explore aspects of the 4th dimension in the 2 dimensional medium.

 

Continue reading “Super Hot Spacial Dimensionality”

An examination of level pacing in the Binding of Isaac

An examination of level pacing in the Binding of Isaac

I love Binding of Isaac, but I hate it. Apparently, that is the point – at least that’s what veterans of the game tell me I should feel. BOI brings together a unique blend of fun and frustration, one which make players want to throw their controllers against a screen but keeps players coming back. These properties make BOI a unique case study for looking at level pacing.

Continue reading “An examination of level pacing in the Binding of Isaac”