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True to Design

True to Design: What I’m Reading

Game Pitches – actual pitch docs from real games : http://t-machine.org/index.php/2012/01/30/game-pitches-actual-pitch-docs-from-real-games/ SWTOR: Encouraging Bad Habits: https://standsinfire.wordpress.com/2012/01/30/swtor-encouraging-bad-habits/ 13 years later, the original EverQuest goes free-to-play:  http://www.gamasutra.com/view/news/39918/13_years_later_the_original_EverQuest_goes_freetoplay.php Opinion: The Bulldog and the Pegasus:  http://www.gamasutra.com/view/news/39910/Opinion_The_Bulldog_and_the_Pegasus.php Talking Copycats with Zynga’s Design Chief: http://www.gamasutra.com/view/feature/6687/talking_copycats_with_zyngas_.php Project Gorgon’s Death Penalty: http://www.eldergame.com/2012/02/project-gorgons-death-penalty/ Clones, Schmones: Buffalo Studios, Nimblebit’s jabs at Zynga garner publicity and not […]

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True to Design

True to Design: What I’m Reading

Six Things I’m Loving About My Return To Star Trek Online: http://biobreak.wordpress.com/2012/01/24/six-things-im-loving-about-my-return-to-star-trek-online/ Playing to Win? Measuring Social Interaction in Games: http://www.gamasutra.com/view/feature/6615/playing_to_win_measuring_social_.php An atomic theory of fun game design: http://www.raphkoster.com/2012/01/24/an-atomic-theory-of-fun-game-design/ Fun vs features: http://www.raphkoster.com/2012/01/25/fun-vs-features/ Why Appreciation Matters So Much: http://blogs.hbr.org/schwartz/2012/01/why-appreciation-matters-so-mu.html How to Get the Most Benefit from an Executive Development Program: http://www.greatleadershipbydan.com/2012/01/how-to-get-most-benefit-from-executive.html Easy Player-Made Content: http://www.eldergame.com/2012/01/easy-player-made-content/ Narrative […]

Categories
True to Design

True to Design: What I’m Reading

Reality Is Broken: Yup, Sure Is: http://doublebuffered.com/2012/01/15/reality-is-broken-yup-sure-is/ Guest post: Vostu’s insights on retention patterns in social vs. casual games: http://www.insidesocialgames.com/2012/01/16/guest-post-vostus-insights-on-retention-patterns-in-social-vs-casual-games/ Minecraft, Intellectual Property, and the Future of Copyright : http://www.gamasutra.com/view/feature/6591/minecraft_intellectual_property_.php Commodifying culture:  http://www.raphkoster.com/2012/01/17/commodifying-culture/ Thank God I’m not gaming in 2003: http://biobreak.wordpress.com/2012/01/17/thank-god-im-not-gaming-in-2003/ Identifying the major families of free-to-play items: http://www.gamasutra.com/view/news/39699/Identifying_the_major_families_of_freetoplay_items.php The Design of Free-to-Play Games, Part 2: http://www.gamasutra.com/view/feature/6592/the_design_of_freetoplay_games_.php […]

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True to Design

True to Design: What I’m Reading

Ken Levine on the Storytelling Craft of BioShock Infinite: http://www.gamasutra.com/view/feature/6586/ken_levine_on_the_storytelling_.php Improving F2P: http://www.raphkoster.com/2012/01/09/improving-f2p/ 7 Things To Know About HTML5: http://www.gamasutra.com/view/feature/6587/7_things_to_know_about_html5.php CES: PlayStation’s role in Sony’s big unified entertainment plan: http://www.gamasutra.com/view/news/39559/CES_PlayStations_role_in_Sonys_big_unified_entertainment_plan.php Vostu: social games with real-time multiplayer more likely to go viral: http://www.insidesocialgames.com/2012/01/10/vostu-social-games-with-real-time-multiplayer-more-likely-to-go-viral/ Tension Maps: A Process for Identifying Low-Risk Design Opportunities: http://www.gamasutra.com/view/feature/6436/tension_maps_a_process_for_.php Interview: What RISK: […]

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Friday Friends Feature

Friday Friends Feature: Brandes Stoddard

Brandes Stoddard is a game designer and writer of many talents. I have known him for many years and gotten to experience his creativity as a writer and a designer in a variety of ways from table top games, larps, short stories, and having him on my team as a designer. Currently I play in […]

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True to Design

True to Design: A Note on Design Documentation

Design documentation that does not get read is as useful to production as masturbation is to reproduction. It can be self satisfying and messy but it doesn’t produce the desired end product.

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True to Design

True to Design: What I’m Reading

Here is some links to articles I found interesting in the last two weeks. RPG Design: Skill-Based Systems: http://rampantgames.com/blog/?p=3726 Marital Observations in a Galaxy Far, Far Away: http://biobreak.wordpress.com/2012/01/02/marital-observations-in-a-galaxy-far-far-away/ A theory about humor in games: http://www.gamasutra.com/view/news/39433/Opinion_A_theory_about_humor_in_games.php Features In, Features Out: http://www.eldergame.com/2011/12/features-in-features-out/ Module-Based RPG Adventure Design in CRPGs: http://rampantgames.com/blog/?p=3728 RPG Design: Staying Classy: http://rampantgames.com/blog/?p=3723 2011’s Most Popular Facebook […]

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Managing the Game

Managing the Game: Belief

I believe with a solid plan, the right leadership and a talented team you never have to sacrifice time, quality or cost.

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Managing the Game

Managing the Game: Petroglyph

Had a short but fun stint working at Petroglyph Games as a Senior Game Designer. I got brought in to work on End of Nations right before a restructuring of the company so sadly I am back on the hunt for a job. I enjoyed my time there, learned a lot, and made some great […]

Categories
Managing the Game

Managing the Game: Red Dust Studios Closed

As of July 23, 2010 Red Dust Studios is closed. Which also means as of July 23, 2010 I am looking for work. I would appreciate any leads for game designer, associate producer or project manager positions in the game industry. Recruiters welcome.