What makes me a Game Designer? FAQ
by Jeff on Nov.06, 2009, under Game Industry, Portfolio, Uncategorized
This is a questionnaire for an application I did a few years back, It should answer some of the questions about what makes me a game designer.
Why are you (or were you), interested in joining the games industry?
I chose to pursue a career in the games industry at an early age. Since then [...]
Jeff Mundee Game Designer Resume
by Jeff on Oct.31, 2009, under Portfolio, Uncategorized
My new game designer resume, far better than my old CV. It actually shows my qualifications. Imagine that.
Directing a Player
by Jeff on Oct.29, 2009, under Tutorial
This is about pulling the player around a level, whether it is a single player level or a multiplayer environment the basics remain the same. There are 3 main ways to lead a player through a map. Light, geometry, and pickups.
With Pickups:
Leading the player with Pickups (pac-man method) involves placing pickups in a way that [...]
Hook, Core, and Fantasy
by Jeff on Oct.22, 2009, under Game Design Thoughts
Games can be broken down in many ways, you could divide the level design and the core design, when describing the application of challenge. You could further divide that core into UI, mechanics, and couple them with the level design and talk about gameplay. But before you have any of that, during the conceptual phase it is important to look at the game in lager sense.
Define “Game”
by Jeff on May.13, 2009, under Game Design Thoughts
What is a game?
Jesper Juul’s definition is: “A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are option and negotiable.”
I agree [...]
The Heroes’s Journey – FF6 – Evolution of adventure storytelling
by Jeff on Sep.06, 2008, under Game Concepts, Game Design Thoughts
FF6 – Evolution of adventure storytelling
Description:
Final Fantasy 6, was an RPG for the Super Nintendo which is widely known by fans of the series to be the best. There are several reasons for this. However these reasons do not include best graphics, or best sound quality, or the best characters, or the best enemies or [...]
Black and White – Learning AI
by Jeff on Sep.06, 2008, under Game Concepts, Game Design Thoughts
Black and White – Learning AI
Description: Black and White is a game in which you play a god sent to a planet to do good or evil. The path you choose shapes the land and the inhabitants. You are given a creature of your choosing to act as your visible avatar in the world. But [...]
Final Fantasy, two games in one
by Jeff on Sep.06, 2008, under Game Concepts, Game Design Thoughts
Final Fantasy, two games in one
All of the games in the ever popular final fantasy series have a few things in common. One of the core elements that these games always share is the “Battle system”. In the beginning this was done because the most effective way to display combat and the most effective way [...]
Magnet Racer Concept
by Jeff on Sep.06, 2008, under Game Concepts
Concept: Futuristic racing game in which the racer can control the magnetic fields of their vehicles.
Gameplay: Same as standard racing game, (Fzero, Wipeout,) except: Ability to rotate the magnetic field, allowing vehicles to attract and repel each other, either front to back or side to side. They also have the ability to increase and decrease [...]
Challenge vs Frustration
by Jeff on Sep.03, 2008, under Game Design Thoughts
Challenge is fun, so why are some challenges in games not fun?
One of the primary factors that lead to frustration for the player comes right down to communication. Because the player is an active participant in the medium, you need to instruct them or inform them about what is going on.
In some instances this can [...]