Archive for Vol. 39

Commit to Starting Your First Project

Jun 29, 2012

What this is really about is the need to just get started on something. I had an entry recently on the importance of finishing something, and it occurred to me: maybe the problem a lot of folks are having isn’t that they won’t wrap up what they’re doing, it’s that they won’t stop prototyping, and… Read more »

Give Something, Tempt the Player to Lose It

Jun 29, 2012

Today I want to devote the entire entry to one gameplay pattern. That gameplay pattern goes a little something like: Let the player earn or accumulate something, and then tempt them to risk it. Old examples of this include, say, in Bubble Bobble, one of my favorite games from 1986 by Taito. In Bubble Bobble… Read more »

E-Mail About Level Design

Jun 28, 2012

Hi it’s Chris DeLeon of HobbyGameDev. Today’s entry is one of my e-mail responses. The e-mail begins: Hi Chris. As part of my studies, I’m required to undertake a research project. I chose level design for my topic. I recently read your article on Level Design Process and found many of the steps and strategies… Read more »

Anti-Design / Backwards Game Design in GoldenEye 007

Jun 26, 2012

I’ve been studying GoldenEye recently–not the newer remake, but the old 1997 game from Nintendo 64. Rare put it together, and Martin Hollis was the producer. This was 15 years ago, back when I was in high school. Now 8 years ago, back in 2004, long after a lot of people forgot about the game,… Read more »

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