Ian is a professional programmer and game designer. He's worked for multiple studios including Gameloft, Pyro, and Sega.
Despite a recent EU court decision, Gamestop's plan to sell 'used' digital games will never get off the ground.
Why videogame characters need to shut the hell up and let me get to the good stuff.
Why Road Rash's uniqueness is overlooked and why it needs to be remade.
Ian presents a theory on why games like "Madworld" which appeal to hardcore players haven't succeeded on the Wii. He talks about what it takes for hardcore games to succeed on the platform and why "The Conduit" may have difficulty doing so.
[Blog - 04/11/2014 - 02:34]
It 's pretty simple really. ...
It 's pretty simple really. Companies will throw you as many hoops as they think you 'll jump through. If they believe non technical designers are a dime-a-dozen, they 'll make tests are rigorous as they can be, to ensure they pick the best one out of 1000.
[News - 03/24/2014 - 11:55]
[Blog - 03/18/2010 - 11:14]
[Blog - 03/14/2014 - 10:30]
Hi. I helped create and ...
Hi. I helped create and run the Road Redemption kickstarter. r n r nI think you got a lot of things right here your video goes WAAAAY too long before showing or even explaining gameplay , but I think you got a couple things wrong. r n r nYou seem ...
[Blog - 02/09/2014 - 05:44]
[Blog - 01/06/2014 - 04:43]
Sorry but I generally disagree ...
Sorry but I generally disagree with your post. I don 't think figuring out the basic rules of how to play your game is the kind of discovery that makes great user experience. r n r nLook at Xcom:Enemy Unknown. It 's a very deep game, and there 's plenty ...