Metagames and Containers – Sleepover
march 2010 by scottjacksonx
"When you finish reading a section, I encourage you to click the little box in the bottom right to mark it as read, tracking your progress in the article."
design
achievements
gamedesign
metagames
march 2010 by scottjacksonx
Achievement Porn « Essays « Pete Michaud
march 2010 by scottjacksonx
"After years on a treadmill that’s too easy to fail at, players—students, in this case—are acclimated to the game of education, rather to real achievement."
gamedesign
march 2010 by scottjacksonx
DICE 2010: "Design Outside the Box" Presentation
february 2010 by scottjacksonx
Carnegie Mellon University Professor, Jesse Schell, dives into a world of game development which will emerge from the popular "Facebook Games" era.
video
gamedesign
future
february 2010 by scottjacksonx
Lou's Pseudo 3d Page
february 2010 by scottjacksonx
Interesting look at how to draw pseudo-3D roads in a 2D game.
gamedesign
programming
february 2010 by scottjacksonx
supermariobrosbeginning_bigger.png (PNG Image, 992x480 pixels)
december 2009 by scottjacksonx
The "tutorial" level for Super Mario Bros.
videogames
gamedesign
mario
december 2009 by scottjacksonx
auntie pixelante › level design lesson: to the right, hold on tight
december 2009 by scottjacksonx
if mario is the subject of most of the sentences in super mario bros.’s story, then “jump” is the verb that most often follows - jumping is so crucial that it gets its own button on the control pad.[1] the idea of jumping into a box to open it or onto an opponent to defeat it makes little sense out of context, but since the player’s foremost means of interacting with the game is through the verb JUMP, all of the game’s elements have been designed as potential objects of that verb.
mario
videogames
gamedesign
december 2009 by scottjacksonx
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