Life’s moving fast right now. My wife and I moved into San Francisco one week ago, so that I could start a summer internship with PopCap Games. Forty hours of my week were spent getting oriented at PopCap, but I’ve spent the remaining time settling in and getting acquainted with the city – at least the immediate area. I’ve been doing a lot of walking. I walk to work, we walk to the grocery store, and with the dog we walk around all of the nearby blocks and farther away to the parks. I’m just beginning to get a feel for the texture and flow of the city.
Jamie Griesemer: “Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3”
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?
The Legend of Zelda: The Wind Waker
A critical comparison demonstrating the usefulness
of Janet Murray’s pleasures of digital interactive media.
Bradley C. Buchanan
ETC Fundamentals: Video Game Report
November 4, 2011
A nonviolent dungeon crawl with a metapuzzle ending.
My role: Programmer
This game design is modeled on a game called Enchanted Forest and designed around an Egyption tradition where people would commission a custom “Book of the Dead” to help them in the afterlife. Each round you design your book of the dead, then you journey through the afterlife in seach of new spells for future travelers to put in their own books.
Can you solve the riddle to unlock the last spell?
Game created for Global Game Jam 2012. Developed in Unity3D. Development time: 48 hours. Really 38, since we all went home the first night.
We’ve created a full record of the game where you can read it from any one player’s perspective, or see the whole thing at once.
Although Mafia has been around for some time, in our game every player was given a special role (some of them quite unusual) and it was an excellent learning experience to design and run the game. I’ll call this a mixed success; it didn’t hold players like we hoped, but those that were involved had a lot of fun.