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
Friday, July 17, 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...
Saturday, June 15, 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...
Friday, November 9, 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...
Sunday, September 2, 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...
Monday, July 30, 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...
Sunday, April 29, 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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