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Game and Life Design

Game and Life Design. Sunday, November 22, 2009. Level 3, Screen2: What is Fun continued. So I recently posted my latest blog entry (What is fun? On Gamasutra.com and got some feedback that required me to expand on my original point. I believe I needed to explain more about surprise and make a few things clear, so this is the how I replied and I thought I should document it here as well as it further explains my original point, have fun! Prereq 1 Rule Knowledge. Is playing. If the Packers and the Pat...

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Game and Life Design | kihng.blogspot.com Reviews
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Game and Life Design. Sunday, November 22, 2009. Level 3, Screen2: What is Fun continued. So I recently posted my latest blog entry (What is fun? On Gamasutra.com and got some feedback that required me to expand on my original point. I believe I needed to explain more about surprise and make a few things clear, so this is the how I replied and I thought I should document it here as well as it further explains my original point, have fun! Prereq 1 Rule Knowledge. Is playing. If the Packers and the Pat...
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5 bad surpise
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10 what is fun
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Game and Life Design | kihng.blogspot.com Reviews

https://kihng.blogspot.com

Game and Life Design. Sunday, November 22, 2009. Level 3, Screen2: What is Fun continued. So I recently posted my latest blog entry (What is fun? On Gamasutra.com and got some feedback that required me to expand on my original point. I believe I needed to explain more about surprise and make a few things clear, so this is the how I replied and I thought I should document it here as well as it further explains my original point, have fun! Prereq 1 Rule Knowledge. Is playing. If the Packers and the Pat...

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1

Game and Life Design: Level 2: When not to draw upon past experiences

http://www.kihng.blogspot.com/2009/07/level-2-when-not-to-draw-upon-past.html

Game and Life Design. Sunday, July 26, 2009. Level 2: When not to draw upon past experiences. The reason why we continue to (or should) mature as we get older is because. I was pitching an idea for a first person shooter to my friend/game designer the other day and I was purely thinking about gameplay. How the rules of the world work? How did they create this moment? How did they create this emotion? How did they make me care so much? What am I proving to myself/others? Didn't exist, and if he would've j...

2

Game and Life Design: Level 1

http://www.kihng.blogspot.com/2009/07/level-1.html

Game and Life Design. Monday, July 13, 2009. Oh Hai, so my name is Joseph Mares and I am a game designer. The first game I ever played was Stampede on the Atari 2600 when I was like 3, I have never put down a controller since. Being a game designer is something I've always loved, and I enjoy video games on so many levels. WTF am I reading this for you ask? Subscribe to: Post Comments (Atom). Level 2: When not to draw upon past experiences. View my complete profile.

3

Game and Life Design: October 2009

http://www.kihng.blogspot.com/2009_10_01_archive.html

Game and Life Design. Sunday, October 18, 2009. Level 3: What is Fun? So I know in the last post I mentioned that there is no formula to fun. Well, I decided to actually research this theory and I found that there IS a formula to fun. So if you always wanted to know the answer to the designers eternal question "What is fun? Then please, continue reading and enjoy my findings. Is innate. Happiness is our default feeling when we do not have other things occupying our minds. Happiness. So what is fun? Becau...

4

Game and Life Design: Level 3, Screen2: What is Fun continued...

http://www.kihng.blogspot.com/2009/11/level-3-screen2-what-is-fun-continued.html

Game and Life Design. Sunday, November 22, 2009. Level 3, Screen2: What is Fun continued. So I recently posted my latest blog entry (What is fun? On Gamasutra.com and got some feedback that required me to expand on my original point. I believe I needed to explain more about surprise and make a few things clear, so this is the how I replied and I thought I should document it here as well as it further explains my original point, have fun! Prereq 1 Rule Knowledge. Is playing. If the Packers and the Pat...

5

Game and Life Design: Level 3: What is Fun?

http://www.kihng.blogspot.com/2009/10/level-3-what-is-fun.html

Game and Life Design. Sunday, October 18, 2009. Level 3: What is Fun? So I know in the last post I mentioned that there is no formula to fun. Well, I decided to actually research this theory and I found that there IS a formula to fun. So if you always wanted to know the answer to the designers eternal question "What is fun? Then please, continue reading and enjoy my findings. Is innate. Happiness is our default feeling when we do not have other things occupying our minds. Happiness. So what is fun? Becau...

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Pimp My Video Game!

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I was the Game Designer for Freaky Pets. Currently the game is not released and only few details have been announced about the game so far so I cannot go into detail, but I will describe some of my job duties on this game. Software Used: Photoshop, Unity 3D, Maya, Flash, Premiere, Excel, Word. You can also check out the official website here:. Design meeting for new feature. I would document and pitch a new feature. If approved I would then detail out the document along with interface design.

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Pimp My Video Game!

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Software Used: Photoshop, Maya, Flash, Proprietary, Excel. Below is a short video of some reference work I did for the League of Legends. League of Legends is available now for the PC. Also check out the offical website: www.LeagueOfLegends.com.

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Pimp My Video Game!

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Melvin's Meltdown was a puzzle game release December 2008 and was one of the first titles to come out on the XBOX Indie Arcade. Melvin's Meltdown took about 2-3 months to make and it was a very fun experience. It was entered into the 2008 Microsoft DREAM. BUILD. PLAY. competition and finished in the top 20. Below is a short video explaining a little bit of the game design and footage of the game in action! You can also check out our page on the XBOX LIVE website:. Melvin's Meltdown on XBOX!

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Pimp My Video Game!

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Multiplayer Map I created using the Unreal 3 engine. Inspired by Disney's Indiana Jones Adventure in Disneyland. This map was made in roughly 25 hours (2 days). Software Used: Unreal 3.

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On LMS I am in charge of setting milestones, contracts, marketing, art direction, and the most important job, communicating design to the programmer and the rest of the team. I also do level designs and story writing/review. LMS is being built in XNA for XBOX Live. We are following all procedures and specifications in order to be released on XBOX LIVE.

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Fun Theory

Hello everyone, my name is Joe Mares and I have been playing around with the the answer to the game designers greatest question; what is fun? I have decided to break down as many games as humanly possible with my theory to see how well it holds up. As an overview, this is what my theory consists of:. In order for a game to be "fun" there must be two pre requisites met. Pre Requisite 1: Rule Knowledge. Pre Requisite 2: Engagement. Fun in short is surprise that fits within the rules of the game. You ne...

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Game and Life Design

Game and Life Design. Sunday, November 22, 2009. Level 3, Screen2: What is Fun continued. So I recently posted my latest blog entry (What is fun? On Gamasutra.com and got some feedback that required me to expand on my original point. I believe I needed to explain more about surprise and make a few things clear, so this is the how I replied and I thought I should document it here as well as it further explains my original point, have fun! Prereq 1 Rule Knowledge. Is playing. If the Packers and the Pat...

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