scottjacksonx + gamedesign   6

Metagames and Containers – Sleepover
"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
"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
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
Interesting look at how to draw pseudo-3D roads in a 2D game.
gamedesign  programming 
february 2010 by scottjacksonx
auntie pixelante › level design lesson: to the right, hold on tight
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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