Learning Game Design with Arcade Berg

26Jan/100

Don’t dismiss YouTube

At a lot of work places it's not very liked when people start watching YouTube  on their work computers. And to be honest, that can be an issue at game developer offices as well when there's been one too many Lonely Island-videos shown and a few too many people gathering around the computer. But while some companies block some sites like YouTube and Social Networks, blocking YouTube where a designer or an artist work, would be incredibly stupid.

I don't know how many times I've, my designer friends and artists use YouTube since it's such an incredibly simple way to check up references.

  • How high does Mario jump in SMB3?
  • What was the tune in the first level of Syphon Filter?
  • How close is the camera in Gears of War?
  • What effects are shown when hitting an enemy in Mini Ninjas?

Anything and everything can be found in just a little while, instead of getting the game, playing for two minutes and then you're done with it. Analyzing pacing, art, effects, audio. Most of it can be done to a certain extent with just video and audio.

Just wanted to get it out there, because I hear a lot of skepticism about watching YouTube while at work.

16Jan/100

David Jaffe speaks my mind

David Jaffe, designer for games like Twisted Metal, God of War and Calling All Cars, one of the designers I respect the most out there has his blog on davidjaffe.biz (which leads to http://criminalcrackdown.blogspot.com/, 16/1/2010) and a few days ago he posted a video (he does a lot of video-blogging) about stats, leveling up and achievements in online-games and it really felt like he spoke my mind!

I completely agree with the man about how it's weird that the "meta game" of the stats seems to be more important than the core game or core gameplay. For me, that's just fudged up.

Anyway, since I agree with him I thought I'd embed the video here as well.

Direct URL: http://www.youtube.com/watch?v=P9rtEfKO8Xw

Time to go to bed. G'night people.