What I Learned - 8/4 to 8/10
- Surrounding yourself with inspiring people doing interesting work is one of the greatest boons to your own projects.
- Realization after the monthly PIGDA Meeting
- Design is not about visuals, but of what things are and the actions they take.
- Jason Jones; Bungie Co-Founder, Halo and Destiny Creator Jason Jones Breaks 11-Year Silence
- Part 1 of 3: About that Halo 1 Pistol...
- Empathy with the experience of a player is incredibly important for a designer to have.
- Jason Jones; Bungie Co-Founder, Halo and Destiny Creator Jason Jones Breaks 11-Year Silence
- Part 2 of 3: Jason Jones's 17-point plan
- Every action the player can make needs to feel "awesome" and feed a "power fantasy".
- Jason Jones; Bungie Co-Founder, Halo and Destiny Creator Jason Jones Breaks 11-Year Silence
- Part 2 of 3: Jason Jones's 17-point plan
- Design portfolios are incredibly important to showing design prowess in the hiring process.
- A student should have a game in a store or released elsewhere for every year that they are in school.
- Know how to code. Learn how to code. Really, no exceptions when it comes to designing video games.
- Just read the entire article; it's gold.
- A person really stands-out if they have a prepared 'fail' resume ready to showcase the learning of important lessons in design.
- "If you don’t invest the time needed to achieve those goals then all you have are empty ambitions."
- No great design came from a lack of big, challenging problems.
- Bad behaviour and poor sportsmanship can't removed, but design can prevent it from ruining other players' fun.
- "Fear is good in small, homeopathic doses."
- Neil Gaiman; Interview on OPB Radio
Just a heads-up on the next post: designing Your Worst Nightmare for Bungie and its new game, Destiny.
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