Archive for the ‘Designer’s Toilet’ Category

Games as Art II

Tuesday, August 22nd, 2006 by jay

A vast majority of game reviews are done methodically. Games have been broken down into a handful of components and each of these is generally given a numeral rating. The bare set of qualities examined is typically gameplay, graphics, sound, and control but more elaborate reviews may include music and sound effects separately as well …

The Power of Music

Tuesday, August 15th, 2006 by matt

Music is the one power that the majority of developers never seem to grasp and implement correctly. Music in a game can enhance every aspect, be it story, setting, mood, or even gameplay, but for some reason, it always takes a back seat to everything else in a game, especially the graphics. …

The Videolamer game

Wednesday, June 21st, 2006 by jay

Last night I took a 20 minute break from my busy work day and designed a Videolamer video game. It’s going to star the lamer guy (look at the top of the page, that stunning svelte green man is the lamer guy) in a Zelda-esque adventure.

The plot is something along the lines of the lamer …

Making enemies move and shoot: An A.I. Primer part 1

Wednesday, June 7th, 2006 by stefan

Okay, so after I read the conversation on A.I. between Jay and Christian, I started coming up with comments. Then I re-organized them, and kept coming up with more. Well before I felt I had addressed things enough to post a comment, I had the makings of a brief paper on A.I. as it applies …

A.I. woes

Wednesday, May 31st, 2006 by christian and jay

I’m currently reading a book on game design. The chapter on AI speaks only of the good that will come with advancing computer intelligence, yet not a word of caution or hesitation is included. I quickly outlined a number of worries I have over advanced AI and decided to bring them to our resident computer …

A multiplayer world

Tuesday, April 25th, 2006 by golden jew

Bad Design 3

Wednesday, April 19th, 2006 by jay

It’s been a while since the last entry in this series. Last time, and the time before that, I promised Gladius, Second Sight and Kingdom Hearts, so here they are in all their poorly designed glory.

Aborted game autopsy 2: Suspicions confirmed

Thursday, March 16th, 2006 by jay

Besides learning some valuable lessons while working on my game, some things I already thought to be true were reaffirmed.
Suspicions Confirmed:

Aborted game autopsy 1: Lessons learned

Wednesday, March 15th, 2006 by jay

One day during my junior year of college I decided to design an RPG. I was surrounded by friends when I announced this and they all responded with enthusiasm. It’s now about four years later and I have little to show for my effort. Luckily, working on my game led me to some truths …

Untapped Talent

Thursday, February 23rd, 2006 by jay

First a confession. Last night I watched Project Runway. Girlfriends often force you into doing things you wouldn’t normally do (like shower) and this was no exception. I don’t like fashion and it doesn’t like me so we stay 50 yards apart at all times. I could go on and on about the lush tapestries …