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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Falling Out Together

Falling Out Together

My partner and I recently just finished our play through of Fallout 4 together. It was a really unique experience for me and while Fallout 4 is a single player game, we decided that we would play through the entire game together. This is a short blog post about that experience and the fun I had with this strange new RPG adventure. Naturally, lots of Spoilers follow, including the game’s ending.

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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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