Pat Flannery's Blog
Pat Flannery has shot/edited numerous interviews with Indie and AAA developers, and is a practicing gamedev enthusiast, as well as a musician and filmmaker. Let him know what you think, on Twitter he's @pfft_ and loves to talk games, music, media, or most anything else!
I feel like the greatest part of my journey in game development is my newfound (or rediscovered?) ability to have loads of fun with a notepad. In this post I explore the notion that our ability to create amazing media might detract from conceptual dev.
Without some kind of structure, developers can often become riveted in the brainstorming phase of video game creation, or spend eternity trying to make everything “perfect.” Here is some advice that will help you set limits to better your projects.
Playing and interacting with your game should be a no-brainer, but you definitely don’t want your game to be a no-brainer. Teaming up with someone versed in AI design, or learning the practice yourself, will help make your games immersive and interactive.
So you want to get started making your own video games, eh? Well there’s a few things that you should know before you dive headfirst into what is a vast and deep ocean of possibilities. Let this article, along with our advice compilation video, guide you.
Edmund McMillen is one of the most popular indie game designers of the past 5 years from his early award-winning work on Gish, through the mega-popular Super Meat Boy. In this article he explores game design and provides insight for new and aspiring devs.
Pat Flannery's Comments
[Feature - 02/15/2013 - 04:35]
[Blog - 07/27/2012 - 05:47]
True, I also think that ...
True, I also think that at least personally the act of looking at the screen requires notable effort from my eyes...having a 27 iMac doesn 't help. Much agreed on the interface...you 're right, even having something like an iPad isn 't as capable/diverse as paper. It also just occurred ...
[News - 03/23/2012 - 06:51]