Radiator Blog

Video game design and culture notes by Robert Yang

Friday, May 30, 2014

Spring 2014 quarterly progress report

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A progress report on "small" projects: "Intimate, Infinite" is 80% done, and it's for the Series pageant at makeg...
Wednesday, May 21, 2014

Notes on discontinuity and interiors in open world games

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To enter a different level in Thief 4, you frequently have to mash [E] to pry open glowing windows (or lift fallen wood beams) as the game...
Wednesday, May 7, 2014

DECK (Doom Engine Creator's Kit) needs artists and sound designers.

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JP LeBreton has recently announced the "DECK" (Doom Engine Creator's Kit) project, an open-source public-domain all-in-one...
Sunday, May 4, 2014

"SERIES" is the first MakeGa.me pageant theme!

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"We make game, do you make game? MakeGame is a place for you to show some similar-minded folk what you're working on. Get feedback...
Thursday, May 1, 2014

Get Better Soon, dev diary #4: conceptualizing input in virtual reality.

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This is a development diary series for "Get Better Soon", an NEA-funded gay club VR simulator game I'm making for Different G...
Wednesday, April 23, 2014

Some dogmas I perpetuate

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When the player does a thing, there should be some possible reason why or situation when they would NOT do that thing. Unless you specifica...
Wednesday, April 9, 2014

"Get Better Soon" dev diary #3, skin and light iterations

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This is a development diary series for "Get Better Soon", a commissioned game I'm making for Different Games 2014. If you w...
Wednesday, April 2, 2014

Second time's the charm; procedural NPC dialogue in Nostrum

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Last time I tried some type of "procedural narrative" thing, my hubris got the better of me -- naming the system after one of ...
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