I'm Robin. I'm an amateur game designer. I post game recommendations (mostly indie), my thoughts on goings-on in the industry, and progress updates on games I'm making. Also, occasional posts about science and whatnot. DFTBA.

Looking forward to playing The Witness, The Last Guardian, Dark Souls II, Watch Dogs, and the reboot of Thief.

Net Neutrality, and how it affects video games.

it8bit:

Europe In 8 Bits - Trailer 

Europe In 8 Bits is a documentary that explores the world of chip music, a new musical trend that is growing exponentially throughout Europe. The stars of this musical movement reveal to us how to reuse old video game hardware like Nintendo’s GameBoy, NES, Atari ST, Amiga and the Commodore 64 to turn them into a tool capable of creating a new sound, a modern tempo and an innovative musical style. This is a new way of interpreting music performed by a great many artists who show their skills in turning these “limited” machines designed for leisure in the 80’s into surprising musical instruments and graphical tools. 

Direction, Design, Animation & Music by Device

Another aspect that influences how a game is promoted is focus-testing. Players are rounded up and are asked to view materials and answer some quantitative and qualitative questions about it. My big surprise during this process is that the research group wasn’t planning on focus-testing female gamers - it’s something we had to specifically request. I hope this is a relic of the past that will soon go away.

Neil Druckmann, creative director of The Last of Us

polygondotcom:

Monument Valley review: moonrise kingdom

Monument Valley put me into a trance. The kind of trance where you look up at a clock and notice that two hours have gone by in an instant.

Designed to keep the player moving forward, and frustration-free in its execution, it’s a rare puzzle game that I finished in one sitting and wondered what had happened to my afternoon. Monument Valley is inviting — with excellent puzzle design and a warm atmosphere that soothes as much as it intrigues.

(Link to the full story)

I’m interested in playing this. But if it’s “designed to keep the player moving forward”, that could mean it’s too easy for my tastes, unless its difficulty doesn’t manifest itself as letting the player get stuck.

The beginnings of the new graphics engine for my game! This was a lot more difficult to do than it looks.
This is all custom OpenGL 4 code, and I hadn’t done that before so I was struggling to make progress on this for a long time, but I managed a lot in the last two days. The game would only display a black screen the last month or so up until this point, so it’s rewarding to get something displayed, even though it bares absolutely no resemblance to what I have in mind for the final game.
Once I add texturing, the rooms, doors, and creatures can utilise the new graphics engine. Only two or three lines of code will need to be added for each entity, and it’ll also be ultra efficient, so it’ll be able to run on Ouya if I decide to go that route.

The beginnings of the new graphics engine for my game! This was a lot more difficult to do than it looks.

This is all custom OpenGL 4 code, and I hadn’t done that before so I was struggling to make progress on this for a long time, but I managed a lot in the last two days. The game would only display a black screen the last month or so up until this point, so it’s rewarding to get something displayed, even though it bares absolutely no resemblance to what I have in mind for the final game.

Once I add texturing, the rooms, doors, and creatures can utilise the new graphics engine. Only two or three lines of code will need to be added for each entity, and it’ll also be ultra efficient, so it’ll be able to run on Ouya if I decide to go that route.

Practice, the 10,000 hours thing, practice alone doesn’t produce work that matters. No, that only comes from caring. From caring enough to leap, to bleed for the art, to go out on the ledge, where it’s dangerous. When we care enough, we raise the bar, not just for ourselves, but for our customer, our audience and our partners.

Seth Godin

So Facebook is buying Oculus for 2 billion dollars.
My thoughts:
Oculus having lots of resources to develop their product(s) is a Good Thing. 
The main player of the still-young VR industry being associated with questionable data collection and obnoxious advertising is a Bad Thing.
I’m not super excited about modern VR currently (although my feelings about it will probably change when I eventually try it out) but it’s clear it’s going to be huge in ten years or so, and how Oculus takes off will influence the actions of Sony, Valve, & other VR developers. I know it’s early days, but I’m not comfortable with a company like Facebook having any influence over the future of immersive gaming, unless they drastically change their monetisation strategies.

So Facebook is buying Oculus for 2 billion dollars.

My thoughts:

  • Oculus having lots of resources to develop their product(s) is a Good Thing. 
  • The main player of the still-young VR industry being associated with questionable data collection and obnoxious advertising is a Bad Thing.

I’m not super excited about modern VR currently (although my feelings about it will probably change when I eventually try it out) but it’s clear it’s going to be huge in ten years or so, and how Oculus takes off will influence the actions of Sony, Valve, & other VR developers.
I know it’s early days, but I’m not comfortable with a company like Facebook having any influence over the future of immersive gaming, unless they drastically change their monetisation strategies.

littlebigdetails:

Google - When looking at the wind speed in weather forecasts, the size of the arrows gets larger for stronger winds.
/via Westin

littlebigdetails:

Google - When looking at the wind speed in weather forecasts, the size of the arrows gets larger for stronger winds.

/via Westin