Radiator Blog
Video game design and culture notes by Robert Yang
Wednesday, December 5, 2012
Specially Level with Me, at Rock Paper Shotgun (updated)
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Part 2 is up now. We talk about Portal 2 puzzle design, inspirations behind the underground chapters, and certainly nothing about HL3. I...
Tuesday, December 4, 2012
Teaching game development community.
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In Spring 2013, I'll be teaching an undergrad / grad Unity course at Parsons called "Currents: Building Worlds." The course ...
Friday, November 30, 2012
Using screen-buffer masks in Unity Pro for a fog of war effect.
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As I prototyped Convo, it became clear that I would need some sort of fog of war / sight radius visualization. Depth masks weren't v...
Monday, November 26, 2012
Radiator Blog: Three Year Anniversary
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Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year , ...
Thursday, November 22, 2012
Desperate Gods and rules-forcing in video games.
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Desperate Gods , by Wolfire Games , is a virtual board game made for Fuck This Jam ; you have a bunch of virtually simulated tokens and ca...
Friday, November 16, 2012
On why Convo is now a WW2 spy romance, and the myth of psychological realism in fiction.
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Short version: I've chickened out, a bit. Long version? To make some sort of procedural "anything", you have to have an i...
Friday, November 9, 2012
Dear Esther postpartum, by Robert Briscoe.
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Rob Briscoe has put-out a really heart-felt, personal, death-defying postpartum on Dear Esther. I think if you ask the vast majority of ca...
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...
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