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.
[News - 10/02/2015 - 12:52]
[News - 09/28/2015 - 04:02]
[Blog - 09/18/2015 - 01:30]
[News - 09/23/2015 - 05:52]
Or find new ways to ...
Or find new ways to incentivize players to look in certain directions at certain times. Terrible idea, but maybe a springboard for a good one: Put VR Bux in places and subtle ghosted sight paths to draw player 's eyes towards them. They can use the VR Bux to buy ...
[News - 06/06/2014 - 04:19]
I second Artur 's request ...
I second Artur 's request for hard data one why anyone think 's Blow is a bad guy. I follow him on Twitter, I 've watched a couple of his talks, and read an interview or two. I 've never got that impression. He seems like a thoughtful guy who ...
[Blog - 08/14/2015 - 03:00]
I read a lot of ...
I read a lot of Bogost, and I read a lot of game crit. My impression is that most game critics could not comprehend Bogost. Especially now that the bulk of critics are influencers who are just dudes who yell into a camera and put it on Youtube.