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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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My Trouble with Brutal Legend

I’ve been having trouble getting into Brutal Legend, not that I’m having trouble in the difficulty level of the game, but rather that I’m not really wanting to play it. I haven’t been able to figure out why, I figured that perhaps playing it after Uncharted 2 was clouding my judgement of games. I mean everyone I know has been raving on it, and I feel like I should really like it, but for whatever reason I couldn’t figure out my problem with it. Then I watched Yahtzee’s review of the game, and it all sort of gelled together … Continue Reading

The Design Problems of Transformers 2

I saw Transformers 2 Wednesday night, and as I write this I still sort of feel like I have a echoing headache from that movie. Now I enjoyed it, in sort of a mindless way that there were cool explosions, and interesting bits of story here and there with the humans (also Soundwave was epic.) But generally I find that reading Ebert’s review of the movie I can’t really disagree with him all that much.

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