Category Archives: Game Design

STO Weapon Deconstruction

So it’s been a while since I last posted– life’s been busy, and continues to be so. But that’s not what this post is for. Today, I’m popping up a little project I’ve been messing with in my spare time, … Continue reading

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Thoughts on Being a (Game) Designer

Parenthetically “Game” because the first portion of today’s post applies to designers in general more than game designers in general. The second part of two is more specific. Regardless, these are thoughts I’ve had and discussed recently that I found … Continue reading

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When Harry Met GameDev: Faking It Is Good Enough

So it’s been a while since I’ve written anything here. There’s a number of pretty good reasons for that—the major one being that I got busy with my thesis project and got out of the habit. But let’s not talk … Continue reading

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Update: I Can Haz Thesis Work

So, it’s been a while since I last posted, and that’s largely due to school starting back up and immediately being a terribly busy quarter. The first two weeks of both my classes were hectic endurance trials involving smashing through … Continue reading

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2D Platformers as the Indie Game of Choice

This came up in both my Twitter-watching recently, and in my blog perusal habits. In particular, it’s Nels Anderson’s post on the topic that got me thinking about it particularly. The quick run-down on the issue is the question posed … Continue reading

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Designing Nucleus: On Platform Constraints

So, I feel I’ve been talking a lot about code lately, especially for someone that claims to be a game designer. This isn’t a bad thing—after all, I have to write the code myself, and designers really should, in my … Continue reading

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Death of the Author and Games that Aren’t Games (yet still are)

Today’s post is going to be somewhat academic, and a great deal less practical than I’ve tended towards thus far. Generally, I’ve tried to keep this blog focused towards interesting things that can be directly put into practice in some … Continue reading

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Best-laid Plans of Designers

Unsurprisingly, even for a relatively relaxed quarter, this one has been pretty intensive, making it difficult to post as frequently as I would like. So today shall make do with a quick post about my most recent unforeseen enormous mistake … Continue reading

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The Levels, They are a-Changin’: Bad Company 2 and Multiplayer Destructibles

I’ve been playing a lot of Battlefield: Bad Company 2 lately. I confess a massive obsession with team-based multiplayer FPSes. Battlefield I have a love/hate relationship with, but that’s for another time and post, perhaps. Today I discuss something that … Continue reading

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Press X to Read This Blog: On Quick Time Events

I will be honest at the outset. I pretty much despise Quick Time Events (QTEs) in games. Unlike many who share this dislike, I don’t consider them the mark of “lazy developers”, uninspired design or cloning popular titles. I am … Continue reading

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