Difference between revisions of "Chadius: Game Design"

From UtterChaos
Jump to: navigation, search
(Metaissues)
(Game Concept)
Line 13: Line 13:
 
[http://www.livejournal.com/users/chadius/8314.html Design documents, whee!] 12/25/05 <BR>
 
[http://www.livejournal.com/users/chadius/8314.html Design documents, whee!] 12/25/05 <BR>
 
===Game Concept===
 
===Game Concept===
 +
[http://chadius.livejournal.com/18991.html Genre Burnout (Part 1)] 6/20/06
 +
 
[http://chadius.livejournal.com/12138.html Action-Centered Design] 2/5/06
 
[http://chadius.livejournal.com/12138.html Action-Centered Design] 2/5/06
  

Revision as of 14:43, 20 June 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

Genre Burnout (Part 1) 6/20/06

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

Pricing and Data Protection

Enticing people to play games 4/18/06