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Game Design Level Design Narrative Design Personal Favorites

Journey through The Dark Project: Part 3

Journey through The Dark Project: Part 2 So… Constantine hired Garrett to steal a sword from Constantine’s own mansion to prove that Garrett was the right person to steal The Eye from the abandoned Hammer Cathedral. Unfortunately, the Keepers sealed the Cathedral after an undead uprising. Now in order to gain access to the Cathedral […]

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Level Design

Groping The Map: Book 1 – SAMPLE.

In order to promote my work on Groping The Map: Book 1, I have decided to release a .pdf sample of the first nine pages of the chapter on Nova Prospekt from Half-Life 2. Consider this a “vertical-slice” of the book, as you can see I have made some changes from the traditional format that […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 2.

“Hey, the City looks almost bearable from up here.” Annotated Walkthrough, 1: From the moment it starts Life Of The Party feels different from the rest of Thief II. Everything is brighter, the surrounding walls no longer tower above you, even the sky seems closer. Some familiar elements remain, the constant industrial drone that pervades […]

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Game Design

Continuous Meaning.

As has been discussed previously it makes no sense to analyse a game mechanic devoid of the context in  which it occurs. At an abstract level Jump is a mechanic that exists in many games from Super Mario Galaxy to Mirror’s Edge or Far Cry 2. The context within which each mechanic is performed is what […]

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Game Design

I can’t see you.

The demo for F.E.A.R. 2: Project Origin was released yesterday and though I enjoy it for a variety of reasons there’s one element that stands out, something I’d not expected. Due to either a design decision or a bug (regardless of which, the fan reaction means it may well be changed) it’s impossible to play […]

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Game Design

I can’t see you.

The demo for F.E.A.R. 2: Project Origin was released yesterday and though I enjoy it for a variety of reasons there’s one element that stands out, something I’d not expected. Due to either a design decision or a bug (and regardless of which, the fan reaction means it’ll likely be changed) it’s impossible to play […]

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Narrative Design

Out of your control.

Warning: The following post contains plot spoilers for the final chapters of Mirror’s Edge. “Complete the game without shooting an enemy.” This is the description for the “Test of Faith” Achievement in Mirror’s Edge, and it highlights one of the more interesting ways to play the game. It is also a lie, in spirit if […]

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Personal Favorites

Life on the Edge.

Mirror’s Edge feels like a game made specifically for me. I’ve worked in offices, shopping centres, and warehouses and am now being asked to exploring highly stylised but authentic recreations of such spaces, using my new abilities to gain a mastery over these environments that I could never hope to achieve in my day to day life. It even […]