Radiator Blog
Video game design and culture notes by Robert Yang
Thursday, September 22, 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...
Monday, September 19, 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...
Friday, September 16, 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...
Tuesday, September 13, 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...
Sunday, September 11, 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...
Friday, September 2, 2011
"A Closed World" and thoughts on gay video games.
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This is part of a series that will review the MIT-Gambit Summer 2011 game prototypes , whether I thought they worked and why, etc. SPOILER...
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