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Mapping the playspace Here’s the process I used to map the playspace and create the various play modes. Identify: Identify the variables. Many of the important variables in the original Steambirds were hidden away in code. Andy surfaced these in an XML file so they could be readily tweaked. Explore: Methodically explore the space. I…
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Yorco: d.school 2.0
Yorco: d.school 2.0 yorco: You know those times when you have expectations for how you think something might go? Amid all the influence of prior experience and subjective information of what your hear and read? And then that experience starts, moves, lives and breathes taking a shape even more incredible than you could have…
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emergentdigitalpractices: If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed…
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If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed engineering…
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Sound Perspective Belief: Be Careful…Don’t Start to ‘Suck’
Sound Perspective Belief: Be Careful…Don’t Start to ‘Suck’ tjdegarmo: I watched a video this morning with Jason Fried, from 37 Signals, speaking on design – what it means to him and his approach, all while drawing some kick-ass sketches. Fried starts out with this statement, “All design supports a goal.” He goes on to say…
