Josh Foreman has been working as an artist/designer in the game industry since '96, on projects including Descent 3, Alter Echo and Guild Wars. He also tumbles down stairs for fun.
Personal Art: http://scrybe.deviantart.com/
An examination and open question about difficulty spikes in Free-To-Play games
“Perhaps, in the nature of things, analytical understanding must always be a basilisk which kills what it sees and only sees by killing.”
C.S. Lewis ~ The Abolition of Man
The final –and probably unnecessary- part of an argument for minimizing cutscenes as story-telling devises.
Here are some ideas for taking the good stuff out of cinematics and incorporating them into the game world.
Can we find a way to take the goodies we get from cinematics and put them into the game world?
Our industry is relying on linear narrative breaks that undermine player Agency, which should be the cornerstone of our art form.
[Blog - 02/18/2015 - 01:18]
Good thoughts. I feel like ...
Good thoughts. I feel like there may be actual, universal rules. But they are far fewer than one might expect. I think the ones that are fundamentally built around human psychology could be those. Such as Jessie Schell 's concept of flow: r n r nhttp://refractedpixel.com/indiedevstories/wp-content/uploads/2011/03/flow-channel1.png r n r nThe ...
[Blog - 02/06/2015 - 01:35]
I 'm most impressed that ...
I 'm most impressed that you were able to take a very simple design rule Start an explorer in the middle of the map and spin a longish and entertaining article out of it Good job. I think I 'm coming off flippantly. I sincerely mean it. I enjoyed it.
[Blog - 02/11/2015 - 03:39]
Indeed. In fact, user feedback ...
Indeed. In fact, user feedback is top of the priority list and should be built INTO the mechanics as they are being developed, because the best feedback is not the kind layered on top of a mechanic, but woven into its logic. That 's tricky and takes practice. But mostly ...
[Blog - 12/09/2014 - 01:01]
Interesting read. This is a ...
Interesting read. This is a bit of an aside, but thought I 'd point out that your statement: r n r n Companies would have to hire more and more people to model every object in the game with more polygons more artists would have to create high-resolution textures more ...
[News - 11/20/2014 - 04:22]
[News - 10/29/2014 - 04:31]
On the one hand I ...
On the one hand I appreciate this approach. On the other, I don 't think I could get emotionally invested in a project that I knew was likely to get canned at some point.