Month: October 2005

Programmer Design: Sinistar graphics put to use

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You know, I could get a huge kick out of just dumping game graphics onto my site and seeing the sort of games people make with them. Maximilian from stopped by one of my older threads and posted a game he is making with my old Sinistar-clone graphics. Thanks Maximilian! Quite fun even in this early state. 🙂 Here’s his comment: It will not really resemble the old Sinistar, but be more like Freespace, […]

Article: “How to prototype a game in under 7 days” on Gamasutra

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Here’s a great little article on prototyping. It is rare that you see such a dedicated prototyping effort described in such detail. At times I feel like those who write about game design are anthropologists wandering deep in the Amazon looking for signs of some highly elusive tribe. Most activities are done in secret, under the cover of darkness. and when you actually get a chance to a design ritual in action, you should whip […]

Book Review: 21st Century Game Design

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I recently picked up Chris Bateman and Richard Boon’s new book 21st Century Game Design. Chris is the managing director at the game design consulting group International Hobo (aka ihobo) and has worked on Discworld Noir and Ghost Master. Chris has been kind enough to stop by this website and I’ve always enjoyed his comments. The major contribution of his book to the dialog on game design is the formulation of a new audience model […]

Big News: The Newest Gig

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As some of you may know, I have three major interests that I have passionately pursued over the years. Games Development Tool Design Illustration Over the past seven years, I’ve been honored to work with a stunningly talented crew of folks over at Anark. In that time, we’ve released six (!) versions of Anark Studio, a truly classy tool for authoring 3D application. It is my baby. The latest Anark Gameface keeps gaining major new […]

A Game Business Model: Learning from Touring Bands

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Most metropolitan areas sport a wide array of bands that eke out a reasonable living by touring about the nearby countryside. At every stop, they get a bit of cash from the till, sell a handful of t-shirts and maybe even an album or two. If they are good, they build up a sizable population of groupies that worships the ground they walk on and follows them from show to show. Very few people outside […]

Space Crack: Monkeying with 2D art

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I’ve been playing around with a variety of styles for Space Crack. Everything from giant robots to completely abstract shapes to Sanrio-inspired space monkeys. Assuming for a moment that you have a decent game design, one of the most difficult decisions facing a game is the setting and theme. It is a topic so important that many gamers often mistake the theme of the game with the actual design of the game. You’ll hear “I […]

Space Crack: A gift prototype

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What a pleasant surprise. Michael Bayne of Puzzle Pirates fame dropped me a note that mentioned he had created a prototype of Space Crack in his spare time. You can find the Java applet here. He used his game creation system Game Garden, demonstrating once again the benefits of using established middleware in the rapid creation of a prototype. You’ll need a Game Garden user name and a friend to try out the game. The […]

Game Design Review: DS Training for Adults

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While we were in Japan earlier this month, Aya’s brother gave her “DS Training for Adults: Work your Brain” (Kahashima Ryuuta Kyouju no Nou wo Kitaeru Otona no DS Training). Oni-san, this article is dedicated to you! DS Training for Adults is yet another a truly fascinating game title that straddles the edge between pure entertainment and practical software. The direct translation of the Japanese title is a good description of what to expect: ‘Whip […]