Leading on from my previous blog about the emotional design of Wrong Tree, Ned Kelly, a short experience by Ian Maclarty, highlights another kind of experience - the 'art-game'. "Art", is - as far as I'm concerned - anything that says more about itself (or its subject than the sum of its parts. A portrait … Continue reading Ned Kelly, The Storm, IMPRESSIONISTa – What’s in an ‘Art-game?’
Sir Anish Kapoor is a British sculptor. Born in 1954, Kapoor studied art at London's Hornsey College of Art, and later at the Chelsea School of Art and Design. He became known in the 80's for his "Geometric and Biomorphic sculptures". For example, his pigment and mixed-media piece 1000 Names (1979-1980) is one of many examples … Continue reading Anish Kapoor – Untitled
Gameplay Tough Talk's gameplay is a metaphor for my own experiences delivering difficult conversations with others. I tend to rely on songs stuck in my head and frequently tap them to myself while talking. I also will hear the sound of my heart beating in my ear drums, both of which tie together into my … Continue reading Tough Talk – a Postmortem
Wrong Tree is a 2D platformer by a student at SAE Games. Released nearly a year ago, the player controls a green apple moving from a red tree to the green one. Rolling around jumps and curved terrain, the player must navigate the apple by rolling and jumping. Every time the player jumps the apple's colour … Continue reading Wrong Tree – A Look Into Emotional Game Design
Emotional Design has a lot of odd definitions. "Mechanics as Metaphor", "Arty games", "not-games", "pretentious crap", "emotional games". Clearly, the opinions of this sort of approach to game design are divisive, but all games we play and enjoy are designed with their emotional output being the core goal. Invoking the emotions of players is fundamental to game design, … Continue reading Game Studio 2 – What’s in it for me?