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Mike Stout – Video Game Designer

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Author: Dodger

Memory Lane

Posted on January 22, 2010January 22, 2010 by Dodger

I was going through my Spyborgs materials and listening to a bunch of the songs that we didn’t include when we changed directions (but which are available on the disc as special features). This one was one of my favorites: Two Fisted Plumbing Commercial Jingle In the original concept for this game (when it was…

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A cool article. Gamasutra – Behavioral Game Design.

Posted on December 1, 2009May 22, 2019 by Dodger

I’ve been doing some research on reward systems in games for work. I found this article a long time ago, but it’s one I always keep coming back to, so I figured I’d post it here: http://www.gamasutra.com/view/feature/3085/behavioral_game_design.php The article is called “Behavioral Game Design.” The author breaks down rewards into various categories and shows how…

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Day One DLC

Posted on March 16, 2009March 16, 2009 by Dodger

Capcom Releases 5$ Multiplayer DLC for RE5 Capcom released a multiplayer mode as Downloadable Content for the recently released Resident Evil 5, and of course the intertubes are aflame with hate. Although I have no problems with it personally, I can understand the argument against it — by releasing the multiplayer patch so soon after…

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Fallout 3

Posted on October 30, 2008November 5, 2008 by Dodger

I love this game so damn much. The fact that I have to work for a living is pissing me off so much right now. I really just want to be home ALL DAY doing nothing but playing this game. Stupid life. I’ll post full impressions when I’ve had more time with it.

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Designing FPS Multiplayer Maps – Part 2

Posted on October 1, 2008October 6, 2008 by Dodger

Wow, it’s been a month. Things have been crazy at work lately, but they’re settling down a little now. As a result, I can finally put up the rest of the update I started more than 60 days ago (wow). What is not Fun in Multiplayer Incredibly long view distances This was covered a bit…

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Designing FPS Multiplayer Maps – Part 1

Posted on August 1, 2008September 7, 2014 by Dodger

An Overview: What is Fun About FPS Multiplayer? Choices Sid Meyer once said that “a game is a series of interesting choices” and nowhere in game design is this more true than Multiplayer Design. In a single player game, the designer has access to design tools to help guide the player, like linear progression, or…

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Thoughts – Process VS Result

Posted on February 26, 2008May 22, 2019 by Dodger

Every so often I pick up my copy of Zen and the Art of Motorcycle Maintenance, open it to a random page, and start reading. It’s quickly become one of my favorite books because usually when I do this style of random reading I notice something helpful that I didn’t notice before. This is usually…

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I’m in Fortune Magazine!

Posted on December 17, 2007December 28, 2007 by Dodger

Ok, well Sony gets the credit/blame for it, but still — at least it’s for something that I did: 101 Dumbest Moments in Business Ah, what a dumb year it was! Fortune chose the absolutely dumbest of the dumb that the gods of fate and humor delivered into our laps – and yours – this…

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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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Stealing Game Design… Properly (Part 2a)

Posted on November 29, 2007May 22, 2019 by Dodger

Note from Mike in 2012: I wrote this article and its companion more than 4 years ago. In that time, my game design philosophy has evolved and changed quite a bit. While I think there are still good nuggets to pull out of these articles, I just want to say that they’re no longer as…

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