Tagged: Game Design

SUPERCHROMA: A New Beginning 0

SUPERCHROMA: A New Beginning

When I finished SPACE COLORS, I was pretty much immediately all ready to make its sequel. While a lot of my influences for the game were games like Armada and Subspace, the game I actually ended up creating in SPACE COLORS was far more minimalistic in every sense. It was a different game from those that were my influences, and that was very intentional. I wanted to establish a tone, style, feel, inner loop, and touch interface that I was happy with and, with SPACE COLORS, I (more-or-less) did all of that. I wanted to be able to step away from the...

Enigmo: Explore 0

Enigmo: Explore

Me and Chance Ivey wrote a bit about the development/release of the recently-released Team Chaos zen-inducing physics puzzler, Enigmo: Explore, on game industry site Gamasutra. When given the opportunity to work on the Enigmo franchise, we all had a small moment of personal joy, as the game has always been special to us. I recall Enigmo being my very first phone game purchase, and how much it reminded me of an extremely important game from my childhood – The Incredible Machine. With simple controls and goals, both puzzle and dexterity elements to each level, I loved everything about this game. There’s something magical about those...

Starhawk 0

Starhawk

As of tomorrow, May 8th, 2012, you’ll all be able to buy your own copies of Starhawk! I think you should do this.   I’ve been working on Starhawk since I left Stardock almost three years ago and moved out to Utah (and then to Austin). It’s been weird to freely talk about the game at all, but it’s even weirder to see the game in stores, ads, and the fact that people are a mere fourteen hours away from buying it and playing it themselves. My focus on the game has primarily been mission design/implementation, cut scene design, inner loop...

Low-Level Systems 0

Low-Level Systems

In my absence from writing and independently making games, I’ve been doing my best to play as many as varied games as I can get my hands on. The game combination which has specifically spurred this set of pieces (and it is a set) is: F.3.A.R. (henceforth entitled ffthrir), Shadows of the Damned, Bioshock 2 (“Minerva’s Den”), The Legend of Zelda: Ocarina of Time 3D, DiRT 3, Tactics Ogre, Trenched, Outlands, Gods Eater Burst, and Dead Rising 2. I’m also in the process of adding Fallout: New Vegas to the mix. Also Starhawk, but I’m making that once so I’ll...

Starhawk 3

Starhawk

The game I’ve been working on as a designer for the last couple of years was announced last night; the game is Starhawk. The official site is at www.starhawkthegame.com and there are some good screen shots and videos there. Basically, though, we have a giant transforming robot. And here are some more screen shots for good measure:

GDC 2011: Day 3 1

GDC 2011: Day 3

Day 3 started, much like Day 2, at 5:00am, because for some reason I’m under the false assumption that I should continue waking up at my normal time all week. That is a poor assumption. Day 3’s sessions started with the keynote from Nintendo president Satoru Iwata, and was entitled “Video Games Turn 25.” Largely, the session was about Iwata recounting the early days of Nintendo and attempting to promote feelings of pride and ambition in the development community through a variety of anecdotes. This part of the session was actually great to listen to, but it’s when Iwata began...

The Systemic Integrity of Expression 5

The Systemic Integrity of Expression

I receive strange looks when I tell people that I think Alpha Protocol was a better game than Mass Effect 2. More strange looks, still, when I talk positively about games like Nier, Lost Planet 2, and Kane & Lynch 2 over those like Fable 3, Red Dead Redemption, and so on. I’m used to it. It’s not like I don’t understand why people like some of these games. Mass Effect 2 is a well-made space opera that brings fond memories from an abundance of 70s-onward science fiction source material that is close to a lot of gamers’ hearts. Red...