Designer Weekly time again. A round up of articles with a designery flavor. I’ll admit that by not commuting my time hunting for said articles is reduced, however I hope you get something out of the below and also enjoy Project Orange when it’s done.
Designing puzzles that make players feel smart
A free lecture from the GDC vault from 2009. Randy Smith breaks it down and I enjoyed his delivery too. As with any good talk there are tangents and takeaways that go beyond the expected.
Also linked up next to this on the Gamasutra site is a video: Why Bungie spent so long fine-tuning Halo’s plasma rifle. They’re both an hour each, so ensure you’ve the time
“i am going to succeed because i am crazy enough to think i can”
- @sonia
Revisiting the Design of Civ V
A curious post-mortem on Civ 5 and the learnings that will be taken forwards to the At The Gates project. The passage on AI (under Diplomacy) is a vital read for anyone considering faking personalities, and hell, the appearance of an intelligence at all!
“As Game Developers we must decide that dev for “Next Gen” is not about following trends. It’s about creating and driving them.”
- @Snak3Fist
The phenomenology of game design
Thoughts on the classic Theory of Fun and AOGD: Book of Lenses and how they relate to phenomenology. I’ll be getting this book. Sounds like it might be a little dense, but I find the mind and it’s need to play a fascinating subject.
image by la.kien
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