Radiator Blog
Video game design and culture notes by Robert Yang
Showing posts with label
thief 3
.
Show all posts
Showing posts with label
thief 3
.
Show all posts
Thursday, July 16, 2015
When failure sneaks into stealth games
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The last moment of my last Invisible Inc run on "Expert Plus"; don't read the game text if you don't want spoilers I...
Friday, June 14, 2013
Design reboot: Thief.
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This post relies on familiarity with the gameplay / affordances in Thief. You may want to read Dark Past or my write-up on "Assassi...
Thursday, November 8, 2012
Dishonored's narrative design: how The Heart lies to you.
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(UPDATE: this interview at RPS with Arkane devs confirms that not only was I right, but that it was also a very conscious decision on thei...
Saturday, September 1, 2012
Levels to Look Out For, September 2012
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Hey, I just remembered to do these again, so here's some recent work-in-progress environment art / level design deserving of your notice...
Sunday, July 29, 2012
Thief 1's "Assassins" and environmental storytelling.
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Thief 1 and 2 didn't have an "open world" structure. They got around this constraint (and arguably, surpassed the "ope...
Saturday, April 28, 2012
What makes "good" writing on level design?
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Liz Ryerson recently did a great write-up of level 5-5 from Wolfenstein 3D (and makes a good case for the surrealism of 4-3 ) and it occu...
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