Nov 09

Designer Weekly Nov9

Well blimey there was a lot this week! There were even a couple of articles I’m going to hold on to till next week lest I overwhelm. So here it is, a week of design related articles. Bish, bash, bosh:


All games evolve as they get developed, it’s inevitable. Someone recently described all game development as expensive R&D.

This chat with creators of Dishonored peeks a little behind the curtain of its development. The Europe thing is so true. It’s hard to convey how it becomes a sensibility in your creation. A similar process happens when you create rural locations from reality.

During the Colin McRae Rally franchise I did multiple research trips to locations around the globe and nature is a beautifully ordered chaotic thing. Everything has it’s reason for being and notably in the more dense European countries the historical impact of man has left indents. A great level designer builds more than just play spaces for mechanics to be executed, they create a world that obeys multiple rules of reality in ways from subtle to stark and from sudden to gradual AND it is a perfect play ground :)


Unpredictability and control in turn-based combat. A lengthy piece but well worth the read.


“Be humble. Don’t tempt fate. Else ye attract the wrath of the whatever from high atop the thing.”

– @Toby_Ziegler


Detailed and interesting read on how Swindle uses Unity’s 3D world to create a 2D game.


“You can’t depend on your eyes when your imagination is out of focus.”

- Mark Twain


The psychology of Tetris

I think we’ve all had the Tetris dream. No?


“Example is not the main thing in influencing others, it is the only thing.”

- Albert Schweitzer


How to write a game design document



An argument for easy achievements

A few words from experience there. Myself I find achievements a double edged sword; On one hand I enjoy the reward for achieving something of consequence however, I instantly dislike it because it just broke me out of the immersion / flow trip and reminded me I was playing a game. Something I always try to keep in mind is their impact on play.


“Freedom is nothing but a chance to be better.”

- Albert Camus


I’ve yet to listen to this interview with Jonathan Blow

but I will, certainly. The reason I’m posting this link blind (deaf?) is that the page contains some great links.


Also filed under not done yet is this book:

Punished by Reward. Read the summary and you’ll get the drift. #AddToWishList


“We make a living by what we get, but we make a life by what we give.”

– Winston Churchill


What do developers think about Curiosity

(the cube, not the rover)



Loved this little piece. Just goes to show that you never f u l l y know what’s going to work out.


“If you’re not going through regular brutally honest product reviews with an outside perspective, you’re doing your product a disservice”

- @giordanobc


I like Armando, he’s a nice guy. Read this piece in which he talks about Halo 4.

Amongst other things, he hits on a key point, that ‘it’s the player’s game’.


image by vivek jena