Thursday, February 17, 2011

"Do Books HAVE T-Shirts?"





That's what someone recently said to me.


Well, THIS BOOK DOES!

There are so many awesome designs based on artwork from "Level Up! The Guide to Great Video Game Design," I don't know which one I want to wear first. Maybe I'll wear all of them at once and walk around like that kid in "A Christmas Story"!


What are you waiting for? Christmas!??
You can get your official LEVEL UP! T-shirt right here!

Friday, February 4, 2011

The Game Designer's Manifesto



I've been recently interviewing lots of game designers and one of my questions is "what is your game design philosophy?"

I figured if I asked a question like this, I'd better have one for myself ... and it turns out I do. I rediscovered my "Game Designer's Manifesto" in an old notebook and have transcribed it here for you.

**************************************

GAME DESIGNERS MANIFESTO

1. I will be open to good ideas no matter who and where they come from.

2. I will focus on the "moment to moment" gameplay without losing sight of the whole project.

3. I will work out ideas and concepts on paper, in prototypes and in discussion before committing other people's time, energy and effort to work.

4. I will accept that change happens and is neccessary as long as it is not constant and arbitrary.

5. I will strive to lock down the "Three C's" (Camera, Control, Character) as soon as possible and not change them unless absolutely neccessary.

6. I will communicate ideas and changes in design with team members and work with them on how best to execute those ideas and changes.

7. I will play my own game as often as possible during the course of production.

8. I will play other people's games in order to expand my own knowledge.

9. I will always follow a negative comment with a "because" and be open to civilized debate if disagreements arrise.

10. I will provide feedback as quickly and clearly and in person if possible.

11. I will give a positive comment when providing feedback.

12. I will create gameplay that enables and empowers the player towards success.

**************************************************

I hope all you current and future game designers take these points to heart - or are inspired to cultivate your own "game design philosophy."

Catch the Doodle Bug!



I love sketching out ideas for new games and making paper designs. I also love seeing other people's designs (Ever since I first read "The Art of Star Wars" I got bit by the concept art bug)

Obviously the guys at http://gamestorm.tumblr.com/ love these too and are showcasing the "napkin doodles" of game developers.

It's fun and inspiring stuff - always great to see the creative mind at work! Who knows, you might see one or two of my designs up there one day!

Thursday, January 27, 2011

PARTY!! Well, kinda...



HEY ALL MY GDC ATTENDING FRIENDS!

This year I am making good on a 15 threat to have the "I didn't get invited to the Sony Party Party" at GDC.

OK, so it's not so much of a "party" and more like getting together to have dinner and an evening of talkin' about making and playing video games but without all the bad appetizers and the threat of losing your hearing.
If you are interested in joining me, please contact me via the e-mail address on this website.
More details coming soon!

Tuesday, January 25, 2011

Wolfenstein 1-D



I'll let the game's description sum it up:

"In 1992, Wolfenstein 3-D revolutionized video games and created the 3D first-person shooter genre. Now, after decades of development, Wolfenstein 3-D has been converted to breathtaking, epoch-making 1-D. You can now play the game in a single, dazzling one-pixel line."

Tuesday, January 11, 2011

Star Wars Laffs



Here's a little something I thought of on the way to work today...

Thursday, December 9, 2010

Pip Pip Cheerio!



Did you know that Foyles at 113-119 Charing Cross Road in London England is in the Guinness Book of Records as the world's largest bookship in terms of shelf area and number of titles on display?

Well, one of those books is "Level Up! The Guide To Great Game Design" and I'll be at Foyles on Saturday December 11th from 10:30 am until they kick me out signing copies!

Remember every copy of Level Up! gets an unique level design drawn just for you!! So, put on some warm clothes and come on by to say "hi!" - see you there!!

Wednesday, December 1, 2010

And it makes a great Christmas gift!



Yeah, that's me on Electric Playground talking about Level Up!

You can watch it right here!

Friday, November 12, 2010

I Think I've Found My Limit For Video Game Violence



SPOILER ALERT - if you haven't played Call Of Duty: Black Ops yet, you might not want to read this - despite the following, I do recommend the game - it is a highly polished, exciting experience... with one exception.

In COD: BO you play a black ops agent who participates in many "wetwork" missions over the years starting in 1960's Communist Cuba and going through Viet Nam and beyond (I haven't finished the game at this time of writing)

At the start of the game, the player is offered an opportunity to skip "graphically violent" sequences. In the previous COD game (Call Of Duty: Modern Warfare 2) this sequence had the player cast as a (ANOTHER SPOILER) undercover agent who participates in a terrorist attack on an airport. The player is given the option to gun down innocent civilians who flee in terror and beg for their lives.

Or the player could also choose to not gun down the innocents and just follow along with the terrorists as they did their dirty work. Either way, the story still progressed, but the player could choose to opt out of the violence - kind of the gaming equivalent of being a "conscientious objector."

COD:BO does has the same start of game prompt, but this time the violent act was so odious I was actually stunned by it. In it, the player is told to smash a glass window. Which I did. Then the character puts a pieces of broken glass into the mouth of an interrogation victim and is prompted to punch the victim in the mouth.

...

Now, I understand the place of violence in games. I've found myself defending the use of violence in games on several occasions. To confess, I had no problem gunning down the victims in COD:MW2. But this torture sequence felt so gratuitous, so wrong, that I couldn't bring myself to press the button.

After a few seconds, the game went ahead and punched the victim for me (not once but twice) so the story could continue, but it left me feeling really bad.

Bad about being given the option to do such a heinous act (no more heinous than gunning down hundreds of enemy soldiers I suppose but in a shooter, that's part of the territory), bad about my character who I had perceived as a "good guy" up until this point and bad for the state of gaming in general. That this is what it takes to get attention in games these days. As much as I respect the Treyarch design team's work, this sequence just felt like it went too far and left a bad taste in my mouth. (no pun intended)

Like I said before, COD:BO is a great game. It is definitely worth your play time. It's well designed, very exciting, very cinematic. The controls are great and the camera is great. It's an admirable effort, especially considering what the company went through earlier this year.

But it didn't need a torture scene to be a great game. And it's sad the team didn't realize that.

Friday, October 29, 2010

The top 5 scariest games

Halloween is almost here and what better way to spend it, then with a scary video game?

Here's five that scared the crap out of me:

The Uninvited (ICOM Simulations)



Sure the graphics don't look like much, but this game was the scariest thing you could find back in 1986 - good story, clever puzzles and some genuine scares.

Alone in the Dark (Infogrames)



As far as I'm concerned, the first true horror video game was this 1992 PC game. The graphics were considered pretty awesome for the time (check out that 50 polygon rocking horse in the above image!) and true 3D gaming was still a new thing. This game was all about mood and it had it in spades. Great story, creepy sound effects and great pacing. A classic.

Resident Evil 2 (Capcom)



The game that cemented zombies into the hearts of gamers everywhere. Despite a few head-scratching-ly obtuse puzzles, the sadistic typewriter save system and wretched "tank" controls (which I argue actually adds to the player's feeling of helplessness), Resident Evil 2 is a fantastic game filled thick with mood, awesome sound and cinematic design and genuine scares (alligator any one?)

Siren (SCEA)



One of the things I love about Siren is while it is set in a very traditional Japanese location - which gave a western player like myself a feeling of unfamiliarity throughout. The game feels is steeped in helplessness - only been rivaled by the recent Heavy Rain. When you realize that not all of the 10 playable characters are going to survive the game (despite your best efforts) a feeling of fate and doom settles on you. Then there is the sightjacking. Seeing an enemy coming (or even worse looking around to realize he's STANDING RIGHT NEXT TO YOU!) is truly terrifying. If all of this wasn't enough, Japan Studio's method of using real actor faces on 3D models dips deep into the Uncanny Valley, right into creep-ville. A truly scary game.

Amnesia: The Dark Descent (Frictional Games)



I just started playing this first person survival horror game, but it builds such great mood and creates such great scares, I had to add it here. The player doesn't even get the option to fight the monsters, all they can do is run and hide and pray that it goes away. Beautiful visuals, great sound design and unique play really makes this one not to miss.