Wow! I just found out my talk was accepted! YAY.
If any of you will be at GDC, swing on by and check it out. It’s going to be on Wednesday from 2pm-3pm
Here’s the details:
Session Title: Reaching Into the Toy-Chest: A Look into Skylanders: Spyro’s Adventure’s Design
Session Description: Making games is hard. Making a game with more than 32 playable characters is very difficult. Now integrate a huge line of collectable toys and you … Continue reading
Sorry for the lack of activity here. I’ve been sick for a while, and I’m starting to get better.
In good news, though, Skylanders reviews are coming in and the first few are good! WOO!
Wii Sku Review – 90%
360/PS3 Sku review – 85%
Pro tip – Get the Wii version if you can. It’s the lead SKU, so it’s a bit better than the others.
My friend and fellow designer Colin Munson asked if he could write a guest post for my blog, and my answer was “HELLS YEAH!” Colin and I worked together for 5 years at Insomniac, and he’s one of my favorite Game Designers in the industry. I found the following editorial fascinating, and I’m proud to post it here. I hope you enjoy it as much as I did!
The Adventure game for the 21st century
why we get stupid while playing modern video games
Challenging challenges for thinking people
By Colin Munson:
… Continue reading
My high school computer science class was taught by a man named Mr Lew, and he was a genius.
As the final project each semester, every student (and a partner) were to make a computer game. Academically speaking, the reason why this was a great idea is obvious — games contain so many aspects of computer science that you can’t really make one without showing everything you’ve learned in the class. Plus it was something everyone could get excited about.
At least it was something the nerds in the class could get excited about (this was pre-PlayStation, so computer gaming … Continue reading