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Anne Richards's Blog

 

Anne Martin Richards is the Creative Director of No Crusts Interactive. A writer, producer, and game designer, she specializes in educational children’s content, combining rigorous integrated curricula with great entertainment value. Anne’s recent projects at No Crusts include acting as a game designer and on ccSpark: Sparkdale, a web-based career education game, multiple Sesame Street Nintendo Wii and DS console titles as well as several other unannounced kids games for a variety of platforms. Before her move into interactive media, Anne spent eleven years as the Director of Development for Mitchell Kriegman’s Wainscott Studios where she developed many high-profile preschool series, including Bear in the Big Blue House and The Book of Pooh for Disney Channel and It’s a Big Big World for PBS KIDS. She has also worked extensively as a creative and production consultant for companies including Discovery Kids, HIT, MGM, BBC, The Kids Block, and Classic Media, and many others. Anne brings her work in film and television to bear on interactive projects, ensuring that story and character are married to usability to create the most accessible and entertaining games possible.

@NoCrusts

 

Member Blogs

Posted by Anne Richards on Mon, 14 Jan 2013 03:05:00 EST in
Here are a few of our favorites, some “go-to” sites that can help make your products better and more usable for kids.


Posted by Anne Richards on Tue, 20 Nov 2012 02:12:00 EST in Design
Character webs are an integral part of most traditional storytelling, but they’re less common in interactive properties, especially those for kids.


Posted by Anne Richards on Mon, 29 Oct 2012 01:36:00 EDT in Design, Smartphone/Tablet
One game that I think has built a narrative world beautifully is Beat Sneak Bandit. This game embodies many principles that are true to both game design and good storytelling of any sort.


Posted by Anne Richards on Fri, 26 Oct 2012 05:14:00 EDT in
In this new Wild West of games and apps and television shows can be a bit of a minefield. How do you make sure your interactive product is helping kids “play” your existing television show in a way that ultimately benefits your property?


Posted by Anne Richards on Fri, 26 Oct 2012 05:04:00 EDT in Design, Smartphone/Tablet
So what do I think is quintessential about Peanuts?


Posted by Anne Richards on Fri, 26 Oct 2012 05:02:00 EDT in Design, Smartphone/Tablet
Story is the narrative and emotional rooting position of a game.Game mechanic is how the player is using the things that the device can do to interact with the game, as well as the rules of the game. So what came first?