World Design – Devlog

World Design – Devlog

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

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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?

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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.

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This is not a blog post

This is not a blog post

This is not a blog post about The Stanley Parable. This is not a blog post about a blog post I wrote about The Stanley Parable. Instead, this blog post examines this game in terms of level design, rather than rehashing how it was not about The Stanley Parable and the Postmodern Metanarrative. This is really not a serious blog post, I was just having fun. If you want to read a serious blog post please click on the link above…

 

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Speedy thing goes in, speedy thing comes out

Speedy thing goes in, speedy thing comes out

Portal is one of the iconic games of our generation, eloquent to learn, intuitive to play and yet extraordinarily difficult at times. In this post, I will be examining Portal’s method of teaching the player the core mechanics of the game and how Portal introduces difficulty through level design. This game is an excellent case study to examine how we perhaps went wrong with our own game’s level design and the ways in which we taught players the game’s mechanics.

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A Mystery to be Solved – The use of ancient architecture in games

A Mystery to be Solved – The use of ancient architecture in games

Introduction to my World Design research paper, examining the use of ancient architecture in games.

For my World Design paper I would like to examine the use of ancient architecture in games. I started investigating the use of this kind of architecture in games to hopefully land on a specific architectural movement and game to study for my world design paper. In this blog post I examine the use of this form of architecture in a few games I have played, both fantasy and science fiction, the goal of it being a first draft and an introduction to the topic of my World Design research paper.

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Understanding the abstract: What abstract games bring to the medium.

Understanding the abstract: What abstract games bring to the medium.

As a medium, abstract art came about at the dawn of the 19th century as a response to the tradition of western art trying to mimic reality. Abstract artists wanted to break down form and function to their most basic and provide a particular “inner resonance” from the viewer. Central to their manifesto was Wassily Kandinsky’s 1912 Concerning the Spiritual in Art, a movement that believed painting was the purest expression of the artist.

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