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gausswerks: design reboot

Game design concepts, design reboots, level design commentary and primers by Jack Monahan. www.stellarjockeys.com

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gausswerks: design reboot | designreboot.blogspot.com Reviews
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Game design concepts, design reboots, level design commentary and primers by Jack Monahan. www.stellarjockeys.com
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6 labels deus ex
7 game dishonored
8 gameplay mechanics
9 open world design
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motion control,posted by gauss,labels vr,julien,laughs,labels deus ex,game dishonored,gameplay mechanics,open world design,production,dog name theory,counter strike,labels creativity,naming a game,now would it,labels character design,creativity,gauss
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gausswerks: design reboot | designreboot.blogspot.com Reviews

https://designreboot.blogspot.com

Game design concepts, design reboots, level design commentary and primers by Jack Monahan. www.stellarjockeys.com

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1

gausswerks: design reboot: June 2015

http://designreboot.blogspot.com/2015_06_01_archive.html

Saturday, June 20, 2015. Arkham Knight and the AAA Vignette Problem. Saturday, June 20, 2015 1. What I am calling the vignette problem is when so much skill and attention is paid to portray or evoke an uncommon scenario, it overshadows the actual experience of the game. Needless to say, things do not go well for everyone not-Batman in this clip. We realize that the entire scene is merely to set up another moment of chaos unleashed on the city by a villain, a wrong that Batman will right. Particularly in ...

2

gausswerks: design reboot: September 2012

http://designreboot.blogspot.com/2012_09_01_archive.html

Friday, September 21, 2012. Legacy skills through the Looking Glass. Friday, September 21, 2012 11. I didn't know what he looked like either. To a late 90's Looking Glass fan, the following quote from an interview about Dishonored would seem perfectly ludicrous:. Http:/ games.on.net/2012/09/dishonored-interview-arkane-on-stealth-ai-player-choice-and-much-more/. Is that something that you find people doing? I expected the clues to be a bit more vague. Did you find this doing playtesting? People would just...

3

gausswerks: design reboot: April 2012

http://designreboot.blogspot.com/2012_04_01_archive.html

Sunday, April 29, 2012. Sunday, April 29, 2012 8. When talking about independent game development, the question of names comes up a lot. Names for projects, names for companies, names for engine tech and so on. Since nobody asked me, here's how I feel about the question: it doesn't matter. That's not true; in fact, "it doesn't matter" nearly always pains me as an answer to a question as it's a thoughtless response. It matters, but I will argue it matters far less than people think it does. Maybe this is ...

4

gausswerks: design reboot: April 2010

http://designreboot.blogspot.com/2010_04_01_archive.html

Thursday, April 29, 2010. Open world issues Part 3: trust and the player-driven narrative. Thursday, April 29, 2010 23. As with the other two articles I hope that in identifying shortcomings in game design principles, in asking the right questions, I will have answers worth considering. If we are to commit ourselves to greater player agency outside the bounds of movie-styled static content delivery, then we may find ourselves looking around for something to do. I do not criticize GTA's increasing emp...

5

gausswerks: design reboot: Arkham Knight and the AAA Vignette Problem

http://designreboot.blogspot.com/2015/06/arkham-knight-and-aaa-vignette-problem.html

Saturday, June 20, 2015. Arkham Knight and the AAA Vignette Problem. Saturday, June 20, 2015. What I am calling the vignette problem is when so much skill and attention is paid to portray or evoke an uncommon scenario, it overshadows the actual experience of the game. Needless to say, things do not go well for everyone not-Batman in this clip. We realize that the entire scene is merely to set up another moment of chaos unleashed on the city by a villain, a wrong that Batman will right. Particularly in th...

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gausswerks: design+concept: Color study - Ashley Wood

http://gausswerks.blogspot.com/2009/12/color-study-ashley-wood.html

Wednesday, December 02, 2009. Color study - Ashley Wood. Wednesday, December 02, 2009. Subscribe to: Post Comments (Atom). Gauss is Jack Monahan, a game designer and artist. View my complete profile. MGS soldier concept studies. Concept Tagging 13: Day-Glo, 2007. The Call variations, 2006. Color study - Ashley Wood.

40oz1game.com 40oz1game.com

adventure-mode : 40 Ounces, 1 Game

http://www.40oz1game.com/tag/adventure-mode

40 Ounces, 1 Game. Computer games beer = 40oz1game. Eng298 Debate and Discussion. My hamster is getting antsy - if we be adventurers , let us adventure! Buy Me A Round? Or you could just email. Different beer, different category:. Different beer, different category:. Adventures in the Breach (3). Computer Games and Beer (8). Inebriated Learnin’ (4). Rock, Paper, Shotgun. The Imposition of Conscience. Killing buildings with hammers. Killing people with hammers. Running about with guns.

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gausswerks: design+concept: March 2006

http://gausswerks.blogspot.com/2006_03_01_archive.html

Tuesday, March 14, 2006. Robot 006: Gort (Day the Earth Stood Still). Tuesday, March 14, 2006 0. If there was ever an uglier robot in the whole history of mechanical men, I have yet to see it. This is the second, better known robot named Gort, featured in the science fiction classic The Day the Earth Stood Still. The film itself is something of a classic; Gort's design is not. Well, textbook example of what not to do, I guess. The first time I saw Day. Came a full 24 years after Metropolis. Robot illustr...

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gausswerks: design+concept: "The Call" variations, 2006

http://gausswerks.blogspot.com/2009/12/call-variations-2006.html

Wednesday, December 02, 2009. The Call" variations, 2006. Wednesday, December 02, 2009. Portfolio piece from that I had surprising trouble with. This unassuming older guy is a sleeper cell killer cyborg working days at a meat counter, until one day he answers the phone and before you know it, it's killing time. Subscribe to: Post Comments (Atom). Gauss is Jack Monahan, a game designer and artist. View my complete profile. MGS soldier concept studies. Concept Tagging 13: Day-Glo, 2007.

paradeofrain.com paradeofrain.com

Links – Parade of Rain

http://www.paradeofrain.com/category/game-development

One Man Left Studios. May 16, 2016. Testing, Testing, Testing, 1,2,3…. May 3, 2016. The little details…. February 12, 2016. Player Preference for Role Selection. February 10, 2016. February 9, 2016. August 2, 2010. It’s been a while since they’ve played and when they came back it was like riding a bicycle and they instantly got into the flow of the game. Could be a possibility to appease the hardcore users. I feel like just about anyone that has any semblance of what goes on in the indie world is at leas...

gausswerks.blogspot.com gausswerks.blogspot.com

gausswerks: design+concept: X-Com sketches

http://gausswerks.blogspot.com/2009/12/x-com-sketches.html

Wednesday, December 02, 2009. Wednesday, December 02, 2009. Just some conservative takes on the X-Com soldiers and Skyranger-1. Never got around to doing the heavy armor; some day. Subscribe to: Post Comments (Atom). Gauss is Jack Monahan, a game designer and artist. View my complete profile. MGS soldier concept studies. Concept Tagging 13: Day-Glo, 2007. The Call variations, 2006. Color study - Ashley Wood.

gausswerks.blogspot.com gausswerks.blogspot.com

gausswerks: design+concept: December 2009

http://gausswerks.blogspot.com/2009_12_01_archive.html

Saturday, December 26, 2009. MGS soldier concept studies. Saturday, December 26, 2009 0. I admire the work of Masao Tsubasa on Metal Gear Acid; it's not an easy thing to play second fiddle to Yoji Shinkawa, doing art for an MGS game. Studying some of the concepts here. Wednesday, December 09, 2009. Wednesday, December 09, 2009 0. Wednesday, December 02, 2009. Wednesday, December 02, 2009 0. Http:/ en.wikipedia.org/wiki/Filthy Thirteen. Concept Tagging 13: Day-Glo, 2007. Even earlier work with Painter IX&...

gausswerks.blogspot.com gausswerks.blogspot.com

gausswerks: design+concept: MGS soldier concept studies

http://gausswerks.blogspot.com/2009/12/mgs-soldier-concept-studies.html

Saturday, December 26, 2009. MGS soldier concept studies. Saturday, December 26, 2009. I admire the work of Masao Tsubasa on Metal Gear Acid; it's not an easy thing to play second fiddle to Yoji Shinkawa, doing art for an MGS game. Studying some of the concepts here. Subscribe to: Post Comments (Atom). Gauss is Jack Monahan, a game designer and artist. View my complete profile. MGS soldier concept studies. Concept Tagging 13: Day-Glo, 2007. The Call variations, 2006. Color study - Ashley Wood.

gausswerks.blogspot.com gausswerks.blogspot.com

gausswerks: design+concept: August 2006

http://gausswerks.blogspot.com/2006_08_01_archive.html

Thursday, August 31, 2006. Heartbreaker's Lane album cover. Thursday, August 31, 2006 0. Tom Schreck is a talented musician and a good friend of mine from Notre Dame. I thought it was only fair that his new album should have some album art to match the effort he puts into his recordings. I didn't have much source art to work from, just a couple of grainy low-light pictures of Tom in a group- but I'm proud of the result. Wednesday, August 23, 2006. Wednesday, August 23, 2006 0. Friday, August 11, 2006.

gausswerks.blogspot.com gausswerks.blogspot.com

gausswerks: design+concept: Concept Tagging 13: Day-Glo, 2007

http://gausswerks.blogspot.com/2009/12/concept-tagging-13-day-glo-2007.html

Wednesday, December 02, 2009. Concept Tagging 13: Day-Glo, 2007. Wednesday, December 02, 2009. Subscribe to: Post Comments (Atom). Gauss is Jack Monahan, a game designer and artist. View my complete profile. MGS soldier concept studies. Concept Tagging 13: Day-Glo, 2007. The Call variations, 2006. Color study - Ashley Wood.

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