I've started a GitHub for my vanity project which is to develop a high-level & very simple scripting language for quick 2D UI prototyping.
Wednesday, 9 July 2014
The Baron Language : Dev Diary #1
Friday, 30 May 2014
GameJam Judge
Last January, I had the pleasure of being invited as a judge at the Montreal's Global GameJam. It was a very interesting experience because the previous year, I had participated at the same event as a contestant.
Being able to play a series of prototypes & give direct feedback to the teams, really helped me sharpen my abilities to give on-the-spot constructive design criticism.
Because one of the most important skills to have as a game or level designer is communication, the design process is very iterative and base on constant feedback, and the ability to express clearly concepts, ideas & intentions verbally is almost equally as important to mastering the actual techniques of game/level design like S&F, composition, progression & structure.
I noticed that those that delivered the best prototypes, were also able to express to us clearly their vision & design intentions during Q&A session.
I recommend to anyone that have participated to GameJams as developers to try at least once being a judge, it's a great way to contribute to the event & meet new talented developers.
Wednesday, 30 January 2013
Explaining Game Design
One thing I've been struggling with recently is how to explain to my family & friends what exactly I do for a living, being a level designer is a very abstract concept to someone that doesn't know how games are made.
But after mediating on the subject, I think have to come to able to explain it by this simple principle that a designer in the game industry main responsibility is crafting the player's experience, whatever it's by balancing systems or building layouts.
Saturday, 22 December 2012
Achievements
I hope you get an achievement for this epic body pile.
As a lot of players are noticing, most achievements or trophies are being integrated as static waypoints instead of contextual rewards for players that explore & exploit the game's systems.
And at the end of the day, a good player is like a hacker, he's in a constant search to master the game by finding the subtle weaknesses in a targeted system, this should be rewarded for it's what true gaming is all about.
Labels: achivement, design, gamedev
Sunday, 6 November 2011
Cooperation and Engagement
Extremely insightful lecture by Matt Leacock, game designer of the co-op board game, Pandemic.
I especially found interesting how he approaches iteration and he seems very well read in game design theory.
Also, his visualisation of Mihaly Csikszentmihlyi's Flow principal is very well presented.
Sunday, 2 October 2011
Beyond the Game
I've recently watched Beyond the Game, a documentary about the competitive Warcraft III: Reign of Chaos scene in Asia.
It's very interesting, especially the fact that they compete at a high level and train like professional chess players.
But the difference is that chess is an open game system, the "algorithms" & mechanics of the game are exposed and played in a physical space.
But Warcraft runs in a total virtual plane were the game mechanics are somewhat hidden, I know, as a player, that there's a certain randomization on almost every damage hit but I don't see it being run, I only see the result exposed by the visual feedback layer.
A dice roll in a video game compared to one done with a real dice and thrown by an human hand will always have a certain degree of suspicious development because we don't see the actual process but only the result.
That's why I find it very fascinating that some will want to develop mastery of a video game when at the end, complete understanding of the system & control over it can be subtly manipulated by the makers of the system, especially in the context a lot of competitive gaming do not actually freeze to a specific build of the game but do take into account the developer's patches.