- Persistent online world
- Indirect PvP
- Win condition had to be based around resource management
Thursday, November 19, 2009
Rapid Prototype Reflection: Megadate
This was the fourth of our Rapid Prototyping tasks, completed in 2 weeks in pairs in DarkBASIC. The restrictions were
Thursday, November 5, 2009
Rapid Prototype Reflection: Cogworks
This was the third of the Rapid Prototypes that we had to complete in 2 weeks using DarkBASIC. The challenges were:
- PvP; win condition had to relate directly to defeating the other player; could not be chance, had to be skill in execution
- Use provided 3d assets (cog, cannon etc)
- Single Screen contained
- Turn Based
Wednesday, November 4, 2009
Silent Hill Series: Immersion
It is well accepted that understanding the nature of human minds allows us to shape effective and moving experiences when creating interactive entertainment. Influencing emotions and empathy in the player can not only be a rewarding experience for the audience, but also the creator themselves. By specifically examining the creation and manipulation of emotion, and the influence of the unconscious mind, we are able to identify mechanisms to create some of the most powerful emotions; fear and anger. The purpose of this paper is to examine the idea that by creating immersion, and then manipulating the primal fears and emotions of the player, it is possible to create a singularly and uniquely powerful gaming experience.
Thursday, October 22, 2009
Rapid Prototype Reflection: The Life Aquatic
This was the second in the series of rapid prototypes that we needed to make in under two weeks using DarkBASIC. We worked in pairs, and were all Games Design students with minimal programming experience. The restrictions were:
- No direct character avatar
- No visible mouse cursor (or similar)
- Single button press control only
- Single Screen contained world
- Use of swarms in some way
Friday, October 16, 2009
DoW2: Level Flow
In the 1950’s, psychologist Abraham Maslow introduced the concept of a Hierarchy of Needs. This Hierarchy prioritized the basic needs that are consistent across all humanity, and organized them into a pyramid. In understanding this Hierarchy we are able to understand human motivation, and this can be translated into understanding player motivation, which in turn we can then use to create certain types of experiences for the player when designing a video game. In the Prelude level of Dawn of War 2, we can see how Maslow’s Hierarchy can be translated into a Hierarchy of player needs, and when applied correctly can create a fun and effective experience for the player.
Thursday, October 15, 2009
Metal Slug 3: Player Motivation
The way in which the player of a video game reacts to certain stimuli depends on individual psychology, social factors, gender, and so on. The stimuli provided to the player by the game can create or break player emotional states such as fun and immersion, and guide player decision making. No perfect model to understand how the psyche responds to given stimulus exists, as no two people are exactly the same. However if we compare different psychological models of the human psyche we can gain a better understanding of the process. By doing this, we can tailor games around these principles to create effective player experiences.
Thursday, October 8, 2009
Rapid Prototype Reflection: An Hero
This was the first of the challenges for our Rapid Prototyping class, completed in 2 weeks in pairs using DarkBASIC by Games Design Students.
The restrictions on this prototype were
The restrictions on this prototype were
- Vertical Scrolling
- Use of double jump
- Single Button Controls
Tuesday, September 8, 2009
SW:ToR: Classes
Monday, September 7, 2009
Indie Games
One of the things I love the most about the gaming industry is that its entry level is so low. With a lot of dedication and the right tools, virtually anyone can make a game. Some people are bastards talented enough to score big and have the game become wildly popular, like Braid, which was made over two years with a very small team.

Friday, August 21, 2009
Modelling Exercise: In Game Character
For this assessment we needed to create an in-game character. I'm not the best character modeler, but this was with about 11 weeks experience in 3DS Max, so give me a break. I've also learned I suck at rigging, and I have immense respect for people that are good at it. I was also unaware at the time of just how evil Turbo Smooth is, but have since been educated on that.
Early Model
Completed Model from Front (untextured)
Completed Model from Back (untextured)
Early Model
Completed Model from Front (untextured)
Completed Model from Back (untextured)
Tuesday, July 21, 2009
Modelling Exercise: In Game Asset
For this task we needed to complete an asset in 3DS Max. There was no real poly count limitations, as this was an intro to 3D course. This was done after about 9 weeks of classes, having never touched a 3D modelling suite before (apart from a really brief foray with Blender, but I'm not sure that counts). I based mine of the Nerf Maverick gun.
During modelling phase.
Textured (I have since learned how to change the background color for rendering)
During modelling phase.
Textured (I have since learned how to change the background color for rendering)
Tuesday, July 7, 2009
Mass Effect: Analysis
Mass Effect, originally released by Bioware in November 2007, is an epic action/role-playing game for the Xbox 360. While not without its issues, it is a good representation of current gaming graphics and gameplay. Through its good use of critical design elements relating to the gameplay mechanics, sound, visuals and display, Mass Effect conquers its flaws to be an impressive and enjoyable example of the genre.
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