Radiator Blog
Video game design and culture notes by Robert Yang
Thursday, September 29, 2011
Logic Quest 3D, the lost history of the edutainment FPS and a nostalgia you never had.
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In 1997, before Half-Life and before Thief, someone made a mass market medieval-themed puzzle FPS with full voice acting, commandable NPC...
Friday, September 23, 2011
On process intensity and procedural narrative: either don't try, gameify, fill a plot, be bushy, tell a world or pass the buck?
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For my master's thesis (no, not Pilsner , though I still like the idea and I'm going to re-work it more as a single player puzzle ...
"The Trail," by Noyb
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If you've ever played Tale of Tales' "The Path" then I can heartily recommend playing "The Trail" by Noyb. It...
Tuesday, September 20, 2011
"Ruins", by Jake Elliott
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Branching dialogues and conversations are very set in their ways. When we do occasionally innovate with them, it's usually to change h...
Saturday, September 17, 2011
"The Artist is Present," by Pippin Barr
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"The Artist is Present" makes you wonder why we're bothering to have a museum of video games when it's clear that muse...
Wednesday, September 14, 2011
What I've been up to...
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For my thesis, a group project with two fellow students, we're making a first person game. I'm pushing for some sort of first pers...
Monday, September 12, 2011
Is it possible to make a thoughtful video game about 9/11 without fearing for your life?
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I had never seen The Falling Man before today, a photo so iconic of 9/11 and representative of human tragedy, because it was censored so ...
Wednesday, September 7, 2011
"Detail trees," a terrain hack for forests in fixed-perspective games in Unity3D
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Me n' Eddie Cameron are working on a game for this month's Super Friendship Club game pageant on "mysticism" -- a tyco...
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