Posts Tagged 'Design'

From Rockband to Monsters and Why These Devs are Happier for It

Bryn Bennett and Steven Kimura started working in the videogame industry around 1998 and have a history with notable companies (Irrational, Harmonix) and big games (Bioshock, Rockband). Now, more than 10 years later they’ve struck out on their own as

/ 8 Comments

From Rockband to Monsters and Why These Devs are Happier for It

Bryn Bennett and Steven Kimura started working in the videogame industry around 1998 and have a history with notable companies (Irrational, Harmonix) and big games (Bioshock, Rockband). Now, more than 10 years later they’ve struck out on their own as

/ 8 Comments

Less is more: Fez's subtractive design influenced by Ico

Fez, the game we’re not completely convinced will actually Ever Exist, was heavily influenced by Fumito Ueda’s “Design by Subtraction” paradigm; the same design which has vaulted both Ico and Shadow of the Collossus to fame.  Phil Fish of Polytron

/ Comments Off on Less is more: Fez's subtractive design influenced by Ico

Less is more: Fez's subtractive design influenced by Ico

Fez, the game we’re not completely convinced will actually Ever Exist, was heavily influenced by Fumito Ueda’s “Design by Subtraction” paradigm; the same design which has vaulted both Ico and Shadow of the Collossus to fame.  Phil Fish of Polytron

/ Comments Off on Less is more: Fez's subtractive design influenced by Ico

Mass Effect 3, By The Numbers

In light of recent discussion regarding metrics fetishism, I’ve tried to parse Destructoid’s newly revealed Mass Effect 2 statistics with some perspective. We all know these numbers aren’t just random trivia: they will be part of the basis for changes

/ 5 Comments

Mass Effect 3, By The Numbers

In light of recent discussion regarding metrics fetishism, I’ve tried to parse Destructoid’s newly revealed Mass Effect 2 statistics with some perspective. We all know these numbers aren’t just random trivia: they will be part of the basis for changes

/ 5 Comments

Mercenaries should all wear Ponytails

I hope Tom forgives me for pushing this Just Gamers post down, but I couldn’t resist commenting about something I’ve noticed in Metroid: Other M. Initially, I wanted to save the comment for some future review, but frankly, who knows

/ One Comment

Mercenaries should all wear Ponytails

I hope Tom forgives me for pushing this Just Gamers post down, but I couldn’t resist commenting about something I’ve noticed in Metroid: Other M. Initially, I wanted to save the comment for some future review, but frankly, who knows

/ One Comment

Multiplicity and Identity Mitigation in Video Games

Where before we traditionally thought of identity as a monolithic construct, modernity demands recognition of multiplicity and fragmented identities. Okay, that’s a mouthful, what the heck am I saying? Well, think about how people with multiple identities are more likely

/ One Comment

Multiplicity and Identity Mitigation in Video Games

Where before we traditionally thought of identity as a monolithic construct, modernity demands recognition of multiplicity and fragmented identities. Okay, that’s a mouthful, what the heck am I saying? Well, think about how people with multiple identities are more likely

/ One Comment

Brief Thoughts on Hardware Design

I travel around a lot. And by ‘a lot’ I mean a few times a year, it just that I happen to hate air travel. I probably make everything worse on myself by refusing to put any of my electronics

/ Comments Off on Brief Thoughts on Hardware Design

Brief Thoughts on Hardware Design

I travel around a lot. And by ‘a lot’ I mean a few times a year, it just that I happen to hate air travel. I probably make everything worse on myself by refusing to put any of my electronics

/ Comments Off on Brief Thoughts on Hardware Design