* You are viewing the archive for April, 2010

Capstone Project – Getting it Kickstarted

As I explained in the last post, I’m working on making a comic book point-and-click adventure game called Quest to Nowhere: Summer Days. In order to do this, and have it look good, I’m hiring an artist friend of mine to draw the comic pages for the game.

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Capstone Project- Q2N: Summer Days

I know some people have been asking for me to do a blog post about what I’m doing for my capstone project (the last thing I have to do to complete my Masters program,) and now I feel I can finally talk about it. I probably could have before, but I wanted to wait until it was signed off on and was officially happening.

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Multiplayer FPS Level Design: a Matter of Balance & Flow

I have spent more time then I care to imagine playing videogames, a lot of that has been playing multiplayer shooter games like Counter-Strike, Unreal Tournament, Perfect Dark, Uncharted 2: Among Thieves, and the like. As such, over that time I’ve come to some derive some theories on how multiplayer levels should be designed, based on my experiences.

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Objective vs. Subjective Storytelling (in Mass Effect 1 & 2)

While I was at GDC this past year I went to a lecture called “Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2,” which was being given by Armando Troisi of BioWare. The one thing he said that has been stuck in my head since then was this idea of objective and subjective storytelling.

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