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Blogs

Richard Terrell's Blog

Member Blogs

A Spelunky Game Design Analysis - Pt. 2  Featured Blogs
Posted by Richard Terrell on Thu, 15 Nov 2012 09:29:00 EST in Design, Console/PC
The second part of my Spelunky game design analysis, addressing the topics of randomness, fairness, control, skill, strategy, and scaffolding.
Read More... | 0 Comments

Spelunky XBLA Review: Cash For Gold pt.1
Posted by Richard Terrell on Tue, 13 Nov 2012 09:37:00 EST in Design, Console/PC
Spelunky's XBLA HD spiritual reboot is here. The original game is free and filled with game design gold (lessons for designers). The new Spelunky costs a bit of cash, and in this review I see if more gold can be mined.
Read More... | 0 Comments

The End of the Journey  Featured Blogs
Posted by Richard Terrell on Tue, 24 Jul 2012 09:48:00 EDT in Design
A review of Journey and how the lack of gameplay focused design unraveled everything.
Read More... | 2 Comments

Depth From Complexity pt.3
Posted by Richard Terrell on Thu, 12 Jul 2012 10:11:00 EDT in Design
Final comments on depth in gameplay.
Read More... | 5 Comments

Depth From Complexity pt.2  Featured Blogs
Posted by Richard Terrell on Tue, 10 Jul 2012 09:45:00 EDT in Design
A survey of what gamers think of the term "depth" and how their responses compare.
Read More... | 15 Comments

Depth From Complexity pt.1  Featured Blogs
Posted by Richard Terrell on Mon, 09 Jul 2012 11:59:00 EDT in Design
A look at what depth is and what makes gameplay deep.
Read More... | 4 Comments

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Richard Terrell's Comments

Comment In: How to Make it as a Professional Indie Game Developer [Blog - 04/09/2013 - 11:21]

Some good advice right before ...

Some good advice right before I make the big decision to go full indie. Thanks.

Comment In: 5 Things I Learned from our Successful Kickstarter Campaign [Blog - 11/12/2012 - 09:58]

As a designer/creative type that ...

As a designer/creative type that is on the verge of starting my own kickstater technically I 'm already a part of one that 's going on right now I appreciate everything you had to say here. r n r nI 've heard many great things about FTL. I 'll play ...

Comment In: The End of the Journey [Blog - 07/24/2012 - 09:48]

@ David r n r ...

@ David r n r nThanks for your input. r n r nIf you 're going to present a counter argument, then I suggest talking about specifics. Too often people That David Cage video is not applicable. He specializes in making interactive fiction not games at least not for the ...

Comment In: Depth From Complexity pt.2 [Blog - 07/10/2012 - 09:45]

@Will So r n r ...

@Will So r n r nYeah, I probably should have worded my statements a bit differently, but I didn 't know how much I wanted to say in such a small commenting space. r n r nWhat about Bowling Wii Sports or otherwise What about Guitar Hero Though these games ...

Comment In: Depth From Complexity pt.3 [Blog - 07/12/2012 - 10:11]

@ Will So r n ...

@ Will So r n r nNo worries. This stuff is tricky and challenging. Your comments and questions are good. r n r nSo, you 're on the right track. Thinking about gameplay depth as starting from complexities is good. Understanding that not all complexities necessarily build the depth is ...

Comment In: Depth From Complexity pt.1 [Blog - 07/09/2012 - 11:59]

@Luis Guimaraes r n r ...

@Luis Guimaraes r n r nThanks. Good follow up comment. r n r nWe have a few different terms for the same ideas, but I mostly agree with what you said. r n r nWhile it 's true that Simon being a very linear, straightforward game has no depth as ...

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