Month: May 2011

  • I’ve certainly made games that were fun right off the bat. It’s an exhilarating experience when it happens — though arguably, I played them in my head before playing them in code or on paper, in my first prototype. But I have definitely gotten prototypes to fun before showing them to other people. In fact,…

  • One of the most commonly repeated or recited snippets from Theory of Fun for Game Design is the notion of dressing substantially changing a game experience, using the example of a Tetris clone reskinned to mimic a gas chamber. Let’s picture a game wherein there is a gas chamber shaped like a well. You the…

  • One of the most commonly repeated or recited snippets from Theory of Fun for Game Design is the notion of dressing substantially changing a game experience, using the example of a Tetris clone reskinned to mimic a gas chamber. Let’s picture a game wherein there is a gas chamber shaped like a well. You the…

  • mythofechelon: Hypercube. Oh yeahhh.  4th dimensional objects for the win!

  • laughingsquid: How To Play Rock, Paper, Scissors, Lizard, Spock

  • laughingsquid: How To Play Rock, Paper, Scissors, Lizard, Spock

  • 4. We have five senses. Sure, sight, smell, hearing, taste and touch are the big ones. But we have many other ways of sensing the world and our place in it. Proprioception is a sense of how our bodies are positioned. Nociception is a sense of pain. We also have a sense of balance—the inner…

  • (via Isaac Asimov On Libraries [PIC])

  • archiemcphee: Lego – Let´s color the world! | Street Art Utopia [via magritte]