A Podcast and Blog following my studies in Game Design as I prepare myself for a career in Game Development, pour yourself some tea and join me for some Video Game Design microessays.
Part three of my three part look at Radical Rabbit Stew, Originally wrote this for class, but decided to also use it for the show.
Part two of my three part look at Radical Rabbit Stew, Originally wrote this for class, but decided to also use it for the show.
Part one of my three part look at Radical Rabbit Stew, Originally wrote this for class, but decided to also use it for the show.
Part three of my three part look at F-Zero, Originally wrote this for class, but decided to also use it for the show.
Part two of my three part blind retrospective on F-Zero, Originally wrote this for class, but decided to also use it for the show.
Part one of my three part blind retrospective on F-Zero, Originally wrote this for class, but decided to also use it for the show.
Sometimes "Innovation" is a vain pursuit that only ends in a game or product coming out flat, disappointing or even just bad.
I hear a lot of people expressing their distaste for one of my favorite mechanics of 2017's Legend of Zelda Breath of the Wild. Basically the title says it all.
Alexey Pajitnov changed puzzle games forever with a game so simple it can be played on a watch.
http://designdiary.mrmoon.cf/
Dont have time to make a full essay so I made something that takes a bit less time for me to make, just this week, normal stuff next week lol.
The most open ended game of all time was published way back in 1974, and I am sure you've played it.
Recently I've been fascinated by how effective the design of Super Mario Brother's first level is in teaching the player how to play the game without having to tell the player anything.
Music Credit and Attribution:
Claude Debussy - Etude XI. Pour les arpeges composes
Performer - Kimiko Ishizaka (Piano)
Publisher Info. - Kimiko Ishizaka
License:
Creative Commons Attribution Share Alike 3.0
Notes - Recorded live in 2008, Bonn, Germany