Difference between revisions of "Chadius: Game Design"

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===Bad games, good examples===
 
===Bad games, good examples===
 
[[Chadius: My Non-rant of Megaman X6|My Non-rant of Megaman X6]] (Old) <BR>
 
[[Chadius: My Non-rant of Megaman X6|My Non-rant of Megaman X6]] (Old) <BR>
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==Metaissues==
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This covers issues outside the cartridge (or CD.) This has to do with business, software design, and developer happiness.
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===Sequels and Franchises===
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[http://chadius.livejournal.com/14515.html Pains of a Franchise: Katamari Damacy] 3/20/06

Revision as of 16:02, 20 March 2006

Game Design

This section contains my nuggets of wisdom on game design. Many of these articles refer to my livejournal entries.

I have also written game reviews for the MIT Tech, my college newspaper. You can search through their articles.

Brainstorming

Your First Idea 4/21/05 (imported 12/05/05)

Elements of a good game 12/30/04 (imported 12/05/05)

Documentation

Design documents, whee! 12/25/05

Game Concept

Action-Centered Design 2/5/06

90 seconds or bust! 12/15/05

Toy, Story, or Contest? 11/30/05

Great games are hard to describe 11/26/05

Presentation

Dragon Quest 8 and localization 12/02/05

The Impact of Game Presentation 11/26/05

User Interface

80/20 rule and games 12/11/05

Challenge Design

Difficulty Adjustments in games 1/10/06

Action Games Boss Battles: Keep it interesting! 12/30/04 (Imported 12/07/05)

Bad games, good examples

My Non-rant of Megaman X6 (Old)

Metaissues

This covers issues outside the cartridge (or CD.) This has to do with business, software design, and developer happiness.

Sequels and Franchises

Pains of a Franchise: Katamari Damacy 3/20/06