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Oct 26

Designer Weekly Oct26

This weeks round up of design related articles is here! No theme this week, but why not play you’re own ‘which is the state-of-the-union piece’ at home :)

 

The Zoe Curnoe interview

@Amazoe – VFS Design Instructor, Development Director 2 at EA and co-chair of WIGVancouver.

 

“If you have zest and enthusiasm you attract zest and enthusiasm. Life does give back in kind.” – Norman Vincent Peale

 

The Stealth Letters Part 1 & Part 2

I’d missed part 1 somehow. So it’s a 2-4-1 deal :) This piece has comments and elements about all kinds of design aspects. I love pieces that do that; that make you look at what you’re doing right now in a slightly different light or as a seed for something new.

 

“Today’s prototyping pro-tip: By laser-like focused on what you need to prove out. Resist the temptation to solve more problems than you can.” @andybastable

 

http://www.villagegamer.net/2012/10/19/five-tips-to-brainstorm-the-better-way/

5 Tips to brainstorm better

 

When the winds of change blow, some people build walls and others build windmills. CHINESE PROVERB

 

How Molydeux inspired Molyneux

A great article. Enjoyed reading. Something makes you ask those questions, in this case it was his own parody doppelganger.

 

“The starting point of all achievement is desire. Weak desire brings weak results.” – Napoleon Hill

 

Hold Z to feel emotion

also check out the link at the bottom ‘player time in games’ or just click here 

All gamers express laziness to a degree, a game experience is design balanced on opportunity to unplug vs engage at any given time.

 

“Pain can be fuel” – @ActionChick

 

What game design has taught me about running a start-up

“Oh the pivot!”

 

Early Starcraft & E3

 

“the structure of their jeopardy means there are multiple vectors for peril.” – @jimrossignol

 

Fix your pebbles.

“It isn’t the mountain in front of you that slows your pace – it’s the pebble in your shoe.”

 

“Act decidedly and take the consequences. No good is ever done by hesitation.” – Thomas Henry Huxley

 

Boss design

I liked this piece because it breaks down how to design bosses (or part of the issue) in to a very visible way.

 

 

Image by Paolo Antonio Gonella