Archive for February 2013

Gameplay is Inherently Abstract

Feb 28, 2013

Pinball and videogame designer George Gomez, interviewed for the documentary Tilt, explained that pinball gameplay is inherently abstract, but that as a designer he strives to use theme-based gameplay concepts to help make it less abstract. The player is toggling lever positions with electromagnets to knock a metal ball around a painted piece of wood,… Read more »

Give Yourself a Deadline

Feb 28, 2013

Anything creative can be worked on indefinitely. No matter what state it’s in more could be added, any part could be torn down and remade differently (“better” often varies by tastes), and more feedback could be gathered or accounted for. Game design, the creative part of it (as opposed to the implementation end), is a… Read more »

Questions About Preparing to Write Code

Feb 28, 2013

Today’s entry is in response to questions I received from a student preparing a short speech about small-scale coding practices. Q: What is the first thing you do when beginning a new project? Assuming this refers to beginning the code part of the project, as opposed to the path from having no idea of what… Read more »

Ms Vision by Proxy: 3 Videos

Feb 24, 2013

[Update: Ms Vision by Proxy is now released and ready to play!] Ms. Vision by Proxy is almost ready to go online. We’ll be posting it later this week. In the meantime, I’ve been making a variety of short trailer videos in an effort to appeal to players in a few different contexts or moods.… Read more »

Fan Culture is Not Developer Culture

Feb 6, 2013

There is common confusion among people transitioning from full-time videogame fans to part-time videogame creators that developers should still, like good fans, soak up everything they can about videogame previews, videogame reviews, industry gossip, awards events, new releases and new trends. For comparison, consider whether a writer trying to stay on top of reading every… Read more »

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