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Career | Game Architecture
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Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. August 25, 2010. I’ve just submitted my proposal for a lecture at 2011’s GDC. In San Francisco. In line with my day-to-day work of consulting external studios, the talk will focus on how to monetize free-to-play games. It’s titled “. Big Bucks for Bits and Bytes. 8220; Let’s hope they’ll green light it. I’d be thrilled to share my experiences and ideas with other game designers. September 1, 2009.
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Video games | Game Architecture
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Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. Category Archives: Video games. May 28, 2015. It’s been quite quiet, but this needs to go here:. Interactive web demo: http:/ oskarstalberg.com/game/CityGenerator/. April 1, 2013. So I was at GDC again this year – and as usual there’s lots of interesting things going on there. One thing I stumbled over in the expo is the ESRI City Engine. A tool to procedurally generate cities. October 14, 2012. Continue reading →.
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Martin Nerurkar | Game Architecture
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Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. Author Archives: Martin Nerurkar. May 28, 2015. It’s been quite quiet, but this needs to go here:. Interactive web demo: http:/ oskarstalberg.com/game/CityGenerator/. June 30, 2013. Sometimes other things just become more important. That seems to be usual for me with this blog-thingies. After all there’s just that much free time available, and now mine is mostly spent on the following things:. Is free to try! Is a mon...
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Bosses | Game Architecture
http://www.gamearch.com/tag/bosses
Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. Still here – just busy. October 5, 2009. Hey everyone. I’m still around and I’m sorry it’s been quiet again for so long. The usual excuse of being busy applies, but it’s not just life and work:. Maybe I’ll be able to do a few smaller pieces in the meantime, but don’t count on it. In Defense of a Violent, Misogynistic Serial Killer. Awesome Location Ideas on Facebook. Archetypical Spaces, Part 3: The Maze.
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Creativity | Game Architecture
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Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. Inspiration Example: Black Moon. May 31, 2009. I’ve described a creativity technique I use for roleplaying games in a previous post. As promised, here’s an example for a story created with this technique. The game we were playing is called Houses of the Blooded. I sent out the call for suggestion and four out of my five players replied with the following concepts:. A hunting lodge at a lake on a clearing in a forest.
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Analysis | Game Architecture
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Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. November 8, 2010. I just found an excellent article that takes a look at the lessons we can learn from both Game and Level Design of Doom. The entire Vectorpoem blog is actually worth a read:. Coelacanth: Lessons from Doom. No More Wrong Turns PDF. October 25, 2009. Download No More Wrong Turns PDF. The three Qualities of Level Design. September 13, 2009. Stability. The building stands stable on it’s own. Beauty. ...
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Architecture | Game Architecture
http://www.gamearch.com/tag/architecture
Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. Redefining public space as play. December 9, 2011. Granted, this is not technically news but I just now stumbled over it. Summer 2011, the swiss city of Luzerne launched an initiative (together with ). To clean up it’s streets by “gamifying” their trash bins. Not only is this awesome, it also looks damn cool and it a wonderful example of the power of simple lines to redefine (public) space. July 13, 2011. The Otherwor...
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Art | Game Architecture
http://www.gamearch.com/tag/art
Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. April 22, 2011. This is a bit of an old topic but something I’ve just stumbled over a few days ago during a presentation. About 10 years back in 2001 Rosemarie Fiore took long exposure photographs of entire game sessions of old arcade games. November 17, 2009. Creating a Living World. October 6, 2009. There’s a new video (one of hundreds) for Dragon Age: Origins. Out Compared to the Marilyn Manson gore & tits fes...
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Procedural | Game Architecture
http://www.gamearch.com/tag/procedural
Spatial Game Design and Discussion. Skip to primary content. Skip to secondary content. April 1, 2013. So I was at GDC again this year – and as usual there’s lots of interesting things going on there. One thing I stumbled over in the expo is the ESRI City Engine. A tool to procedurally generate cities. Here’s their trailer, which looks quite interesting. Procedural Cities on the BLDGBLOG. August 30, 2009. An interesting article over at the BLDGBLOG about procedural generation of cities.