Game Design is similar to the design process of building a car. There are many systems to be developed and many stages of development. Taking this analogy further, cars have a body shell, primary parts, like the engine, fuel system, brake system, and electrical system, not to mention the interior, tires, stereo, paint, safety features ... You get the idea. The car we drive every day takes thousands of people coordinating for years to design, develop, and manufacture a product that does all these things, hopefully well. Of course, these systems need to be designed before the engineers can develop anything or manufacturing can meet specifications for functionality and quality.
Read MoreI started out writing these design blogs to offer some tips about game design, and I decided to tie that in with what has been going on with Codex Worlds. It is also important, however, to talk about what else goes on in pre-production in addition to design. In the past two blogs, I covered some production, project management, producing, and team evaluation points. Now onto some tactical game design tips ... the whole point of this blog. :)
Read MoreCitizens for Earth intercept the fourth and last audio transmission. The What does it mean? Access this information in The Vault - Level 2
Read MoreMy last blog covered some of the higher level items worth thinking about during the game design pre-production phase. Resources, communication, team size, and individual skills all play into how our processes work, but that's not the end of the road. Here are some tips to help maximize efficiency:
Read MoreCitizens for Earth intercept the third of four audio transmissions. What does it mean? Access this information in The Vault - Level 2
Read MoreThere are a ton of different ways to implement your game design. Some considerations may include team size, member experience, difficulty level of the project and resources. Of course, big publishers may have team sizes anywhere north of 50 or even 100 people, and their approach to design may necessarily be different than 10 indies doing a "garage" project. Having stated all that, it might be fun to look at how we are doing things at Codex Worlds.
Read MoreCitizens for Earth intercept the second of four audio transmissions. The What does it mean? Access this information in The Vault - Level 2
Read MoreCitizens for Earth intercept new audio transmissions. What does it mean? Access this information in The Vault - Level 2
Read MoreIt might be fun to look at some design strategies early in pre-production. These are quick snapshots of strategies; I will have much more game design details coming soon in my personal blog for game students at gamelifecoach.blogspot.com
It might be fun to look at some design strategies early in pre-production. These are quick snapshots of strategies; I will have much more game design details coming soon in my personal blog for game students at gamelifecoach.blogspot.com
Read MoreDeciding what platform to develop for is as big a decision as what game to make! Over the past 30 years, there have been about 4 or 5 platforms (computer/video/handheld game systems) to decide to develop on at any given time. Now, it has never been more confusing or exciting to be a game software developer. It is utter chaos now with mobile, web, micro consoles and even watch games all competing with "classic" PC, video game and handheld systems.
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