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Sep 14

Designer Weekly Sep14

The weekly round-up of design posts from around the web that caught my eye. A quieter week this week. WiiU announcements and iPhone5 hype notwithstanding. I posted up two offerings for the fire

 

The Multiplayer Tail – a post on the dichotomy of planning for DLC but not refining process

 

The AAA Movie of the Game of the Movie? – What if Games and Hollywood worked together as founders of IP?

 

 ”IF YOU BUILD IT, THEY WILL COME. *(given sufficiently expensive PR and advertising campaign)”

@MadGarden

The pitfalls of regenerative health

http://criticalmissive.blogspot.ca/2012/09/seeing-red-pitfalls-of-regenerating.html

Covers some valid ground here. I’ve talked on the shades of failure before – although not recently – and this illuminates a key mechanic used

“Bungie were able to build a game whose mechanics and controls compensated for many of the flaws inherent in less precise gamepad input and turned them into strengths.”

 

How Katy Perry  changed the design of LinkedIn

http://www.wired.com/gadgetlab/2012/09/linkedin-project-katy/?utm_source=twitter&utm_medium=socialmedia&utm_campaign=twitterclickthru

A piece on the focus of design simplicity and audience requirement awareness.

 

The opportunities and pitfalls of the console to mobile shift

http://www.pocketgamer.biz/r/PG.Biz/TAG+Games+news/feature.asp?c=44663

Not so much a design piece per-se but “adapt or die” isn’t just a catchy hipster tumblr feed.

 

Game Development 101, glossary

http://www.creepyed.com/2012/09/game-development-101-glossary-part-0/

Since I lost the Game Dev Dictionary in the Great Server Transition of 2012 (bah!) I do hunt for these lists.

 

The creative process

http://www.streamingcolour.com/blog/2012/09/10/the-creative-process/

A friend of mine blogs on his creative process.

 

Motivation!

http://alexvermeer.com/getmotivated/

Those personal projects aren’t going to complete themselves.

 

 

Lead image by PaulBica