Does this make me a professional,or do o have to actually do something to get that title? All jokes aside, I got these in preparation for the rest of my life, but also Games For Change in NY next week! Is anyone else going?
occasionally subtle
I'd rather be in outer space đ¸
$LAYYYTER
noise dept.

Origami Around
Sweet Seals For You, Always
PUT YOUR BEARD IN MY MOUTH
Aqua Utopiaď˝ćľˇăŽĺşă§č¨ćśăç´Ąă

Kiana Khansmith
Jules of Nature
Xuebing Du
Monterey Bay Aquarium

if i look back, i am lost
Today's Document
Three Goblin Art
AnasAbdin

#extradirty
DEAR READER
cherry valley forever
sheepfilms

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@domportera
Does this make me a professional,or do o have to actually do something to get that title? All jokes aside, I got these in preparation for the rest of my life, but also Games For Change in NY next week! Is anyone else going?
I released a free game online, called upendence! Itâs a short, experimental, musical game that explores the way we deal with our thoughts. I donât want to give away too much, so check out my itch.io page! Thank you to all who do.
3 of 2: Game Design Role Models
Okay, so Iâm going overboard a bit here, so this post will definitely be shorter than the other two, but I couldnât talk about my game design role models without talking about Fumito Ueda, the game designer behind the pioneering, critically acclaimed games Shadow of the Colossus and Ico. I wanted to present Ken Levine and Jenova Chen as two very distinct influences on my game design, but regretted leaving out Fumito immediately, so here he is. His games are beautiful and minimalist, and touch the player in ways that no game had done before and very few games have done since. Fumito takes a reductionist approach to game design - game mechanics are stripped out of the design in order to make room for what is at the core of the gameâs emotional mission.
These games also are very minimalist in their game-y presentation - Ico has absolutely no HUD at all in a puzzle solving action-adventure game that involves combat. Ico is a game that really stresses the relationship between a young boy Ico and a mysterious prisoner Yorda, so the gameplay reflects this in that the playerâs health is largely irrelevant, so there is no health bar, and no way to die aside from falling off a large height. Instead, you must protect Yorda as you guide her out of her elaborate prison of sorts, manifested by a large, labyrinthine castle populated by shadows that seek to claim her as their own. Ico was the first game that touched me on such a deep emotional level, equaled only by the successor Shadow of the Colossus and Thatgamecompanyâs Journey. I could go on for days about Ico and Shadow of the Colossus, and Iâm kind of kicking myself that I didnât devote Ken Levineâs post to Fumito instead, but whatâs done is done, and quite frankly, Iâve written enough for today. But take my word for it and check out Uedaâs games if youâre at all interested in novel, emotional game experiences.
2 of 2: Game Design Role Models
Jenova Chen is a more recent influence of mine, but his influence canât be understated. I love this manâs approach to game design, and the games that have come out of his philosophy have astounded me. He was born in Shanghai, China in 1981 and moved to the United States in 2003 after completing a degree in computer science with a minor in digital art and design. Once in the states, he completed a masters in University of Southern Californiaâs Interactive Media Division. After a brief stint working for Maxis, he founded Thatgamecompany, with which he would go on to create and publish Flow, Flower, and Journey on Playstation.
While in college, he developed a game called Cloud, which âfocuses on a young hospital patient who soars in his mind despite being trapped indoorsâ in an attempt to âexpand the spectrum of emotions video games evoke.â Heâd take this philosophy through to this day in developing Flower and Journey.
Flower was a game that he created to bring nature and serenity into the living room. He describes it as âan emotional shelter,â and âan interactive poem exploring the tension between urban and natureâ. Jenova claims that the emotional breadth of most games is very limited, and that most games tend to explore the same few emotions- excitement, fear, tension, etc. Using Flower, and subsequently Journey, he seeks to mature video games as a medium and create works of art that mature video games to a level comparable to film, all the while exploring themes that are universal, rather than culturally specific.
Journey was an exploration of communication and social interaction in video games, that only gives the player their actions to communicate with the player. This includes movement, jumping, and âcallingâ. These barebones means of communication worked together with a gorgeous, awe-spiring setting and universally understandable journey to create a game that touched the hearts of many people, reaching critical acclaim. This is the game that has inspired me the most, personally, though Jenova Chenâs entire game design philosophy is something I carry with myself whenever designing a game.
Iâll end this blog post with a quote from Wikipedia that concisely sums up his approach to game design that I have adopted myself in playing and observing his games:
âChen believes that for video games to become a mature medium like film, the industry as a whole needs to create a wide range of emotional responses to their games, similar to how film has thriller, romance, and comedy genres based on the emotions they provoke. He feels that there are only three ways for video games to impact adults in the same way they do children: "intellectually, whereby the work reveals a new perspective about the world that you have not seen before," by "emotionally touching someone," and "by creating a social environment where the intellectual or emotional stimulation could happen from other people."â
1 of 2: My Game Design Role Models
Ken Levine is a big name in the game industry, and the first game designer I ever really looked up to. Heâs definitely most well known for his contributions to the Bioshock franchise â he was the lead director and writer for the original Bioshock, a game critically acclaimed for its storytelling and philosophical/sociological themes, as well as the creative lead, director, and writer of Bioshock Infinite. As a co-founder of Irrational Games, heâs also well known for his work on System Shock 2, on which he also was lead director, designer, and writer.
Ken Levine started his professional career studying drama in college, after which he attempted to pursue a film career. The tides quickly changed, however, as he entered Looking Glass Studios and began working on Thief: The Dark Project. After this project, he left Looking Glass to co-found Irrational Games, where he made the games he is now most famous for.
Nowadays, he is working with a stripped-down team of only 11 or 12 other people, focusing on narrative-driven games for Take Two, between his script writing for film and television. It has not been announced what exactly he is working on in the realm of games, however, he has given talks about his vision for a responsive, procedural game narratives. His vision for these narratives, according to his talk(s) at GDC, is that the player can form and break relationships dynamically throughout a game with multiple characters and factions, which drastically alter how the gameâs story unfolds. This sounds a lot like the recent Shadow of Mordor game, but is much more technically in depth and narrative-driven, rather than simply having characters/factions remember the player and react to them in ways that donât significantly alter the course of the gameâs story.
To me, Ken Levine is a pioneer in video game storytelling. Games he has been a lead creative force in have pushed the boundaries of what subject matter video games can take on, and how they can convey their stories through their environments and through various other media such as audio logs. Audio logs are old hat by now, but without System Shock 2 and the Bioshock series, these widely-used storytelling tools may never have taken such a firm root in video games like they have today. His games are not perfect, and there are things to be said regarding ludo-narrative dissonance in his games (particularly Bioshock), but regardless, Bioshock pushed AAA game storytelling to new heights, and is widely considered to be one of the greatest video games of all time.
Well itâs about that time. After pumping out a few game prototypes, itâs time to take some of them a bit further. One that Iâll be working on over the next couple of weeks is this game. Itâs come pretty far since I made that post, but thereâs still a lot of work to be done on it.
So far, Iâve made a âcompleteâ, if lacking, experience. The game starts and ends and has a story arc. Something that I want to refine about that, though, is its pacing. The gameâs climax comes way too quick, quicker than the player has a chance to get attached to the affected parts of the game, and the ending leaves the second player totally uninvolved. The latter was an artistic choice I now regret. The way Iâll be approaching solving this is creating another level before the gameâs climax. Iâll also totally redesign/extend the gameâs ending so that the second player can get involved in the largely first-player-centric ending.
Another tweak I need to make is balancing. The first player tends to finish their level long after the second player finishes theirs. This is difficult to balance because of the extreme asymmetry in gameplay between the two players, but I have some solutions in mind.
I also need to polish the gameâs visuals. The gameâs art style is less than coherent and not very attractive or stylized. Iâve never made 2D game art that wasnât pixel art, so this is just something I need to practice. I donât expect it to come out looking gorgeous, but refinement is needed, even if it just benefits my own skill more than the game itself.
Lastly, Iâd like to write the gameâs music myself. Ever since I started doing this for this game, Iâve grown attached to writing music for my games. Iâm not sure if Iâll have time for this in the short span of time I have to complete this game, but if I can get to it, I think my game will fare much better in terms of its emotional resonance.
Unityâs Debug.Log & Performance
Debugging in Unity is often done by logging some variables and strings into the Console to track whatâs going on in-game. This is an indispensable tool for programming games, but as I found out today, they come with a price.
Believe it or not, Unityâs Debug.Log can come with a huge performance hit if youâre logging in the Update() or FixedUpdate() functions (or any other function that updates regularly at comparable rates). I just commented out two Debug.Log function calls, and my gameâs performance skyrocketed from a barely-30FPS to rock-solid 60FPS, with Unityâs Performance Profiler suggesting that framerates exceeding 200FPS can be achieved if I were to lift the 60FPS frame cap.
So hereâs a tip - get rid of those Debug.Log()s as soon as youâre done using them! Otherwise youâre likely not getting optimal performance from your game.
My game has had a *ton* of lag, because I wanted to use animated textures for static (kind of like this). In order to do this in a way that was convincing, as well as have a gradient of different static textures depending on the game's state, I made a *ton* of textures (27) be loaded into each object. I used this many so then the 9 different states of the object will each have 3 frames of animation. This made my game slow to a crawl, as you could imagine, but I fixed it by using something that is probably only helpful situationally, but it has helped my gameâs performance immensely.
First off, I got rid of 2/3 of those textures. Instead, I am animating my textures by using a continuous offset. This essentially just moves my textures down the mesh, according to its UVs. I set up my UVs so that this would work (each tree only has 2 different sections, so I put one on the left and one on the right so that vertical movement of my texture would keep everything in the right place).
So, that solved my animation problem, since I could simply use offset instead of replacing the image. But I still had lag, because all of those textures were always still loaded into each object. That's a lot of overhead.
What I did next was set my arrays of textures to only load the static textures once when they were needed, and dump them as soon as they were not.
On my nVidia GTX 960 and 4ghz i7 8-core CPU,  I got from in-engine 14-27fps  to a solid 60, since unity caps the framerate there.Â
Goose Creek Tower Phillip Weidner
What started as a 40â˛Ă40Ⲡfoot log cabin has grown into an extraordinary architectural marvel. Phillip Weidner, an attorney in Anchorage, Alaska, has been building his âGoose Creek Towerâ in the mountainous landscape of Talkeetna for years. the eccentric MIT alumni and self-described âfrustrated architectâ has constructed this private home as a series of stacked houses amassed one on top of the other, gradually becoming smaller as they stretch towards the sky. Seemingly teetering and haphazardly placed, these individual dwellings have been piled into what appears to be an impossible structural feat, with small staircases and ladders inside leading from floor to floor. at the top, 360-degree views of the surrounding wilderness can be observed for up 300 miles, he estimates, while at the basement level, a hidden escape tunnel leads to a safe room. weidner says âthe Goose Creek Towerâ has finally topped out at 185 feet â he would have kept going, but federal air space starts at 200 feet.
Images and text via + via
Perceptive Shift (Working Title)
This is a prototype of a game Iâve been working on for about a month now (playable here). The primary game mechanic has been fully programmed and implemented, which includes swinging your axe at trees that are switching between dead and alive according to the rhythm of accompanying music. The game mechanic is a bit bizarre and seemingly pointless, but thatâs because itâs just a prototype. More on that later.
My design had a number of changes during its development. The game was always intended to be infused with rhythms. At first , I had individual sound files sounding off at regular intervals depending on various states of the game in order to ensure that the game is in time with the gameâs sound. Beneath these sounds would be the gameâs ever-present auditory ambiance. That foresight actually ended up causing the exact problems I tried to avoid, though. There were often delays in the execution of these individual small audio files, so I opted for a different route. Now, a full music track plays when engaging in these rhythm challenges, and the gameâs rhythm syncs with this music by operating depending on the gameâs current position in the musical track. If I had started programming the game doing that, it would have been a much smoother experience. Oh well, you live and you learn.
Iâve also had to make changes in auditory feedback and direction the game gives the player in order to help the gameâs usability. My ultimate goal is to remove directions from the game (almost) entirely and allow the game to teach the player how to play it itself, but that wasnât quite in scope of this prototype.
Going forward with developing this game, it will be all about framing the game mechanic thematically. This game mechanic wasnât just pulled out of thin air. Itâs bizarre and clunky on its own without any thematic framework. So my priority now is sculpting this game prototype into a full somewhat-narrative work, that makes its themes and subject matter clear and gives meaning to the playerâs actions. This game will have multiple levels, as well as multiple objects to interact with. I also need to adjust how the player handles the axe, because as it stands it feels unresponsive and delayed.
I just hope I can cram everything I want out of this game into the next month. Itâs an ambitious concept for an inexperienced developer, but if I can pull off what I aspire to, the payoff will be worth it to me.
Grim Fandangoâs Design Doc
Iâve been taking a peak into the Grim Fandango puzzle design document and found that thereâs a lot that I can take away from it and implement into my own design planning.
The design document begins with a Puzzle Structure, which outlines the general flow of puzzles in the gameâs first year. It elaborates on the gameâs puzzle structure, stating how it begins with linear puzzles coming one after another, and then progresses further with each successive batch of puzzles into non-linearity. The design document shows this best with a chart showing all of the beginning puzzles linked in a progression that branches out into a tree, re-converges, and then branches further until it all comes together again. The chart is a great way to organize a game with this kind of progressive quest structure. I think using flow charts like this can be indispensable even in other kinds of games, so long as they have both linear and non-linear segments. It creates a very clear âorderâ to the gameâs progression that makes designing each segment much easier in that the gameâs flow becomes much more digestible because of it. This is definitely something that I will be adopting in the future. I have dabbled in using things like webs (similar to page 4 of the document) to do semi-linear level design, but the directionality of this downward flow lends itself much better to sharing it in a document and being readable.
The game, being a narrative-driven point-and-click adventure game, naturally lends itself to a verbose, narrative driven design document, and thatâs exactly what the puzzle document is. Since the puzzles are inextricably tied to the story, itâs best to include as much narrative detail as is necessary to best communicate these puzzles. I think this kind of design format isnât just useful in this context, though.
One of the coolest things about this design document is that the majority of it is written as a story (which you might have been able to deduce from what I said before). It describes the playerâs actions and their consequence in the game world and how the resulting puzzles are solved in narrative form. Perhaps this is only necessitated by the gameâs design structure, but my takeaway from this is that that can (and maybe should) be used for a plethora of different game types. Textual markup of the intended player experience can be really valuable in the development of a game, for the individual creators and collaborating teams working towards a common goal for the playerâs experience.
Not only that, but when playtesting the game, you are then able to look at the intended player experience level-by-level in writing, and comparing that to how the player actually interacts with the game space. If there are differences, you can then more clearly recognize the differences and address what needs to be addressed in order to produce the intended result.
Here are the levels of my game when zoomed reaaally far out. Level 3 is currently being white-boxed.
I might be getting a little carried away with the scale of it.
Hereâs an early screenshot of another work in progress. Itâs a split screen âcompetitiveâ narrative multiplayer game that deals with racial issues. Iâm seriously cramming this in for a Monday deadline. I have a bad habit of being a bit too ambitious for my own good. Programming-wise everything is going smoothly, but making 2D art is not my forteâ. A lot of this art isnât finished, though.
Itâs whiteboxing time! One of the best parts of game development in my opinion. Just pure level design.
Itâs so beautiful :â) Photos by Michael de la Paz, which I found through ArchAtlas (easily one of my favorite blogs)
Apparently this is a pool, which is amazing to me.Â
Now what If you were to create a place like this, but instead of a pool, itâs just a really reflective floor. I can totally see doing something like that for a game environment, having the floor material having a texture thatâs extremely reflective. Thereâs something about those rounded pillars coming full circle that makes me ogleÂ
This is an untitled networked game I made. Very rough, no actual graphics that arenât generated by code (I made this in Processing 3). The host (right) guides the client (left) through a world they are only shown for a few seconds each turn. The difficult part for the host, however, is that the map view changes slightly each turn, but the actual map does not.
For the player, landing on the black means death, while the green is safe. Gold is the key needed to win the game, which is accomplished by reaching the blue at the top of the screen. Throughout the game, the hostâs view of the map covers some of the previously black tiles with a green tile, forcing both the host and the client players to rely on memory as well as the other playerâs judgement to win the game. If you canât reach the end by turn limit, that is loss. Death is simply a metric to measure your performance.
Iâm not particularly proud of the design, because I regrettably put off the design of it until the day it was due (it was a class project). So the design wasnât really something I was passionate about or really felt great about, and code-wise it was more complex than anything Iâve managed to program in just a week.
Maybe if I start putting my drawings on the internet it'll motivate me to draw more. Or maybe it won't. But as an aspiring environment artist I really gotta get in some kind of groove or I'm never gonna improve (rhyme patent pending)