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Randy OConnor's Blog   Expert Blogs

 

I'm an artist and designer fascinated by player interaction and game environments. 

I am somewhat new to the industry.

I work for Tiger Style as an artist and also find time to make games with other people, too.

You can find out more about me and see some of my work at www.randyo.net.

And follow me at http://twitter.com/randyzero

 

Expert Blogs

Posted by Randy OConnor on Wed, 29 Jan 2014 07:26:00 EST in Design, Serious, Indie, Smartphone/Tablet
What happens when Randy designs a game about something he detests.


Posted by Randy OConnor on Thu, 02 Jan 2014 02:43:00 EST in Indie
Indies in particular (with all our unscheduled time) should consider volunteering.


Posted by Randy OConnor on Fri, 06 Sep 2013 09:59:00 EDT in Design
Random ponderings on the place of luck in games


Posted by Randy OConnor on Fri, 19 Apr 2013 02:17:00 EDT in Design
Randy thinks progress in games needs to come from mechanical innovation, not narrative innovation, as important as that is to the maturing of the industry.


Posted by Randy OConnor on Sun, 27 Jan 2013 07:55:00 EST in Design, Indie, Smartphone/Tablet
Randy is trying to embrace a new phrase that would sound great on motivational YouTube videos.


Posted by Randy OConnor on Mon, 19 Nov 2012 08:51:00 EST in Design, Art, Indie
Randy explores non-digital game design and drawing to get away from the computer.



Randy OConnor's Comments

Comment In: [Blog - 04/19/2013 - 02:17]

Wow, a ton of great ...

Wow, a ton of great comments and thoughts, everyone Thanks for getting into it. r n r nA few comments. r n r n@Tom: I agree the resulting mechanics in the quake series do create a whole additional level of depth, which essentially ends up making such titles a sport ...

Comment In: [Blog - 11/19/2012 - 08:51]

Thanks so much r n ...

Thanks so much r n r nI totally agree with the importance of social interaction to making a board game work. The game I continually turn to is Cash 'N Guns, an awesome game revolving around pointing foam guns at each other. The turns are simultaneous, there are only 8 ...

Comment In: [Blog - 04/17/2012 - 09:56]

The game was complete , ...

The game was complete , it was just lacking an extra layer of content. But iOS development encourages a system of updates to carry each game further. The actual gameplay changed in only two ways: medkits work differently and the difficulty curve was tweaked. r n r nMy plan had ...

Comment In: [Blog - 02/21/2012 - 03:55]

Thanks for the thoughts. I ...

Thanks for the thoughts. I wouldn't dismiss you as a nut, but I would switch your placement of quotations. I am making, by a monetary definition, a free game. You could argue it isn't free because there's a cost to experience it, and that cost is dealing with advertisements. When ...

Comment In: [Blog - 12/03/2011 - 11:57]

Thanks for all the thoughts, ...

Thanks for all the thoughts, folks. I should say that I probably exaggerated the difference in preference a bit. People that try the game often like it, many of them even without asking about more control. They just say it's really hard. My goal was to be unique, to create ...

Comment In: [Blog - 10/30/2011 - 05:14]

So glad to hear that, ...

So glad to hear that, and I wish you the best of luck with it It is a tough time getting started, because we do all have our own goals. But even meeting and talking about your own stuff and showing your games to others in person is super useful. ...