First Dead Space 2 Trailer

April 30, 2010

You can watch the high-res version of this video on the official Dead Space page.

Isaac Clarke, Patient File

April 26, 2010

dead space rorshach 544x395 Isaac Clarke, Patient File
isaac clarke patient file 659x1024 Isaac Clarke, Patient File

Build a Tower, Build a Team

April 24, 2010

Important lessons to learn for game development (and many other walks of life).

Dead Space 2 Footage

April 10, 2010

Coming out of PAX East, here’s a small video of Dead Space 2 in action.

Kotaku has the full story with additional commentary.

With this said, I won’t get into the habit of writing about every little future Dead Space 2 snippet (non-official, no less) that makes it onto the internet. But since it’s the first moving footage of the game, and a scene from one of the levels that I’m working on (I don’t deserve credit for the implementation of this particular sequence, though), and I’m happy to link to it. Hope it gets your imagination going, and thinking about the possibilities.

GDC Responses

April 9, 2010

I want to catch up on a few articles that have been posted since the Game Developers Conference, all of them recapping and furthering the topics I talked about at the show:

Tim Stellmach, veteran game designer of many esteemed titles, weighs in on the topic of environmental storytelling. Using our GDC session as a starting point, he digs deeper into the idea of systemic environmental storytelling:

“See, for me, the interesting thing about this so-called ‘Systemic Environmental Storytelling’ is that it transfers authorship from the designer to the player. In fact, it has the potential to do so via emergent gameplay behavior, which gives it far more potential for player agency and self-expression than the scripted moments of ‘regular’ Environmental Storytelling.”

It’s a good article, I suggest you go read for yourself! On a different, yet very related tangent, Fantasy Heartbreaker (a blog dedicated to playing D&D “right”) published an article which applies concepts from our talk to the world of pen & paper roleplaying. It’s called Dangerous Archeology:

Smith and Worch are, of course, addressing video games, but their analysis has a lot to offer classic dungeoneering. [...] Environmental story isn’t just the communication of information, it’s another way in which the imaginations of the players and the GM interact. The process is, fundamentally, archaeological: the players unearth the world piece by piece and invest it with meaning from their own speculations and experiences.

It’s great to see both articles expand on the foundation that we tried to lay at GDC. One of the reasons that Harvey and I wanted to do this talk was a feeling that this is a topic many people deeply care about, yet that had been overlooked at previous GDCs.

Not to be outdone, our GDC level design tutorial receives comprehensive coverage on the WorldOfLevelDesign page. Sylvain Douce is covering the entire tutorial in a series of articles, the second of which is a detailed writeup of my session on my session on “Core Space Creation”:

The role of a level designer is to create gameplay through environments and systems. But the task is quite demanding since the gameplay implemented must be meaningful. If it’s not, the game is boring. The play must not feel arbitrary! Try to get all of the game systems connected together: the player can influence more than one of them with a single ability (e.g. the water in Bioshock which can be electrified with the corresponding plasmid).

It’s a good writeup for everybody who wasn’t able to make the tutorial. Admittedly, my session was superficial on a bunch of topics, because I tried to lay the groundwork on (too?) many topic for the rest of the day. But I think it’s a good introduction to 3D action level design.

Calvin & Hobbes

April 1, 2010

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Amazing evocation of emotion in four simple panels. I’d love to attribute credit, but I don’t know where this fake strip originated from (I found out about via Harvey’s Twitter feed).