Category Archives: design philosophy

New/old directions

As usual, it’s been quite a while since my last update. I’ve been expanding on some concepts that I’ve had, which will add a lot of depth to the game. It’s turning out to be quite an expansive world, but … Continue reading

Posted in design philosophy, game design, progress, The Theatre | 2 Comments

Hands of Creation: Procedural vs Intentional

In games, there are two major modes of world creation. The first is procedual, and while it’s not used all that often, is gaining in popularity. Basically, procedural generation means that the world is created randomly, within parameters set by … Continue reading

Posted in design philosophy, environments, game design, Giulio Camillo | Tagged , , | Leave a comment

An Introduction to the Three Layers of Game Interaction

As with most things, interaction with games can be distilled into three layers: Physical (pressing buttons, moving mouse or joysticks), Virtual (moving within the game space, in a shooter this would be shooting guns), and Experiential. The third is, of … Continue reading

Posted in design philosophy, game design, video games | Tagged , , | 2 Comments

The End is Nigh: Katabasis Design Thoughts

With only six weeks left to finish Katabasis, I’ve been thinking a lot about what exactly it is and what I want it to be. Throughout the process of making it, I’ve been continuously stripping it down. A big part of this is … Continue reading

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