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Alice Rendell's Blog

 

Game Designer at Kobojo in Scotland, working on JRPG Zodiac. Also focuses on game design analysis and bringing more diversity into games. 

Blog:

http://www.madhatterandalice.com/

 

Member Blogs

Posted by Alice Rendell on Thu, 21 Aug 2014 09:03:00 EDT in Design, Console/PC
An exploration of what players want in regards to game characters and how we can create more diversity.


Posted by Alice Rendell on Thu, 03 Apr 2014 09:11:00 EDT in Design, Console/PC, Indie
A look at how games based on realistic portrayals of life can still create unique and powerful stories.


Posted by Alice Rendell on Wed, 29 Jan 2014 11:38:00 EST in Business/Marketing, Design, Production
The conversation about women in the games industry is coming through loud and clear. But what can we do about it and more importantly what should we do about it?


Posted by Alice Rendell on Thu, 04 Apr 2013 09:18:00 EDT in Design
A philosophical look at some of the reasons people like to play games.


Posted by Alice Rendell on Tue, 29 Jan 2013 12:29:00 EST in Design
How games can be used as a means of Cognitive Behavioural Therapy and help us to change the way we think.


Posted by Alice Rendell on Tue, 04 Dec 2012 12:00:00 EST in Design, Social/Online
An exploration of the difference between copying and referencing in the games industry.



Alice Rendell's Comments

Comment In: [Blog - 08/21/2014 - 09:03]

You are right when you ...

You are right when you say that these are points that have already been stated, but that was an additonal point to the post. The fact that this topic is something that has had a continual voice for years, yet with very small progress means it is still a relevant ...

Comment In: [Blog - 04/03/2014 - 09:11]

You 're right I don ...

You 're right I don 't exactly end up answering the question So why is it that the fantastic and the grand are still dominating game scenarios , mainly because I don 't know and I think it is a topic that isn 't considered much. My personal belief is ...

Comment In: [Blog - 12/11/2012 - 04:43]

I think the last section ...

I think the last section is really important. Often tutorials are very text heavy due to we the developers wanting to communicate as much of the backstory as possible. Personally, I don 't feel this is neccessary and is a mistake I see in lots of social games. Firstly, you ...

Comment In: [Blog - 12/06/2012 - 04:24]

Thanks for the response It ...

Thanks for the response It is interesting that you mentioned The Walking Dead game, I too have heard positive reviews, and have played the first three episodes which I thoroughly enjoyed . However, I wouldn 't say the choices have major consequences, they can be likened to Fable in the ...

Comment In: [Blog - 12/03/2012 - 04:04]

Completely agree Especially these points: ...

Completely agree Especially these points: The idea will seem so much better that you will want to drop your current project and start that new idea immediately, however, think carefully before you do this. and If you 're not careful, the game can bloat to several times its size during ...

Comment In: [Blog - 12/01/2012 - 12:21]

If you had these types ...

If you had these types of persistent confirmations in a free-to-play game they would effectively act as a barrier for the player and you would eventually lose them, this is why number of clicks are constantly trying to be minimized in social games. This is one of the more positive ...