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Doug Lynn is a 2009 graduate of Champlain College's Bachelor's degree program in Electronic Game and Interactive Development. He is currently enrolled in Rochester Institute of Technology's Master's program in Game Design and Development. Despite his student status, he'll happily accept any form of game development work that comes along, and he will gladly be the first to admit that his blog is in place largely for purposes of personal publicity. With that said, he hopes you enjoy it.
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Member Blogs
Lessons of Rapid Prototyping  |
| Posted by Douglas Lynn on Tue, 04 Dec 2012 11:27:00 EST in
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| Living through a prtotyping course is like performing a game jam every week. There are lessons to be learned about games, but the most important of all is that designing a prototype is completely different from designing a game. |
| Read More... | 2 Comments |
What Is 'The Game Experience'?  |
| Posted by Douglas Lynn on Thu, 30 Aug 2012 02:32:00 EDT in
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| As game developers, we create games. But what else do we create? How can the overall concept of the "game experience" help us to define titles we might not normally refer to as games? |
| Read More... | 10 Comments |
The Evolving Definition  |
| Posted by Douglas Lynn on Tue, 19 Jun 2012 06:10:00 EDT in
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| When a video game which doesn't quite fit the status quo is released, it's often accompanied by decrees of "Well, that's not really a game." But ultimately, do we really know what a game is? |
| Read More... | 5 Comments |
Jamming with Purpose  |
| Posted by Douglas Lynn on Sat, 21 Apr 2012 05:21:00 EDT in
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| Game jams allow us to demonstrate our development skills to fellow developers by actually creating games. Can't game companies regularly use this same tool to analyze new talent by having aspiring developers work directly with the existing team? |
| Read More... | 0 Comments |
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The "Unplugged" Album |
| Posted by Douglas Lynn on Sat, 24 Mar 2012 09:50:00 EDT in
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| Designing a non-electronic game is fundamentally different than designing a video game. I can now say that with confidence following my own non-electronic design adventure. Here are a few points to consider. |
| Read More... | 0 Comments |
The Scientific Method  |
| Posted by Douglas Lynn on Thu, 01 Mar 2012 05:48:00 EST in
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| The question of "The Art of Games" keeps coming up in discussions. Always present but oft overlooked, however, is the Science of Games. Art or not, these two hypothetical situations demonstrate how many, many games are products and promoters of science. |
| Read More... | 1 Comments |
[More Douglas Lynn Blogs]
Douglas Lynn's Comments
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Comment In: Rebooting Samus: The relationship between East and West in game design, through Metroid Prime [Blog - 10/28/2012 - 10:30]
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I find it creepy that ... I find it creepy that I basically wrote a much-compressed version of this for my third critique in game design class about three weeks ago. But that 's not the point here. r n r nI think it 's safe to say that the Prime trilogy became increasingly Western as ... |
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Comment In: TOP offensive comments from Steam Greenlight (contains swearing) [Blog - 09/02/2012 - 08:57]
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To some degree, you have ... To some degree, you have to let this sort of thing go because the relationship between the gamer and developer isn 't a professional one. It 's true that these games are receiving a rating, but that doesn 't mean the players are required to offer any kind of constructive ... |
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Comment In: A Defense of Gameplay part.1 [Blog - 04/23/2012 - 09:36]
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I 'll at least say ... I 'll at least say that I 've sometimes looked at video games as being too much work to bother with. There are times when I feel like indulging in a passive experience, like watching a movie. Games are a more active experience. You can 't really sit down and ... |
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Comment In: The Unrealistic Solution of Klutzy Combat in Horror Games [Blog - 04/20/2012 - 05:15]
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The point on randomiztion is ... The point on randomiztion is quite good. Randomization produces surprise, and surprise in the right context creates shock and/or fear . One of the issues with it, though, is that, like anything else, it needs to be practiced in moderation. To generate a tense, frightening environment, there needs to be ... |
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Comment In: A Writer Writes...Always? [Blog - 04/16/2012 - 05:35]
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I think these are very ... I think these are very useful pieces of advice. I also feel it 's worth applying to whatever your craft may be. As primarily a designer, I often find it distressing when I 'm not playing or making games for too long. But a lot of it comes down to ... |
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Comment In: The Game Designer Class - What are his biggest weaknesses? [Blog - 04/01/2012 - 03:18]
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There 's no reason you ... There 's no reason you can 't make excuses WHILE learning to program, improving communication skills, and seeking out kindred spirits at the same time. That 's multitasking In fact, I would say the excuse, I haven 't been making games because I 'm learning 12 different development aids is ... |
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