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Mike Stout – Video Game Designer

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Tag: Ratchet

Ratchet

Why do games cost so much to make?

Posted on March 5, 2013May 22, 2019 by Dodger

This was an FAQ I got from a lot of people, most recently from Youtuber Rebellion3112. My most recent attempt to explain it got so long that I thought it might just be better to post it here so that everyone can enjoy (and so in the future I can redirect people here and lazily…

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Podcast: Developer Commentary Episode 13 is up!

Posted on July 15, 2011May 22, 2019 by Dodger

Episode 13 of our Developer Commentary podcast series is up! In this episode we visit the level that defined “Ratchet Gameplay” for years. Or at least, that’s the second half of this episode. In the first half of the episode we get to see a glider segment and some crap Mike designed. You can check…

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Podcast: Developer Commentary: RC2 – Episode 4

Posted on June 22, 2011May 22, 2019 by Dodger

We’re working towards a Monday, Wednesday, (hopefully) Friday update schedule for the Developer Commentary podcast that Tony and I are doing for Ratchet and Clank 2. In that spirit, today we have posted Episode 4, a shorter episode (~18 minutes) wherein Tony and I finish level 2 (a long level) including Arena fights and some…

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Podcast: Developer Commentary Podcast Episode 2 is up!

Posted on June 16, 2011May 22, 2019 by Dodger

We go through the second level of Ratchet and Clank: Going Commando. By the time we recorded this we had settled into the task of podcasting enough that we could relax and talk more about development-centric stuff, which was pretty cool. Of course, we still make lots of jokes, so it’s not all serious and…

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New Podcast Series

Posted on June 14, 2011May 22, 2019 by Dodger

My good friend and fellow developer Tony “Mr Sunshine” Garcia and I just began a series of “Developer Commentary” videos. First up is Ratchet and Clank: Going Commando — our first game as REAL developers (we were testers on RC1). So far we’ve put up one episode, which gets us to the end of the…

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Games as Questions

Posted on January 19, 2011May 22, 2019 by Dodger

One of the really neat things about my job is that I get a lot of time to dissect things that I know intuitively. When I go to help other developers, my job is generally to try to explain why the changes I’m suggesting will make a game better. It’s one thing to intuitively know…

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Beating Design Block (Level Design)

Posted on December 5, 2007June 4, 2019 by Dodger

Every so often every person in a creative occupation gets stuck. It’s a common enough frustration, and one that I’ve felt the pain of on many occasions. Since I’ve been giving the problem a lot of thought recently, I thought I’d post some techniques I use to get past it. While this may not be…

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Blog of a Japanese Game Design Student

Posted on November 7, 2007November 19, 2013 by Dodger

I found this on gametab this morning, and I’m definitely gonna keep an eye on this one (though there hasn’t been an update in a while). I’m curious to see what kind of things they teach to game design students in Japan. http://designblog.theirisnetwork.org/ (DEFUNCT) I’m gonna ramble for a bit: The Japanese and American traditions of…

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D3 update to come late in the week. Also, a blog entry.

Posted on October 31, 2007November 5, 2007 by Dodger

Hi guys, Just an update — the next D3 episode will come late this week. Perhaps even as late as the weekend. My life took a turn for the crazy, and once things settle down I’ll post about it all (including some good news and some sad news) here — but for now my head…

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