So due to extenuating circumstances, I wasn’t able to finish my Mission Design Document for submission but that doesn’t mean I won’t finish it. After answering some key questions in PART 2 I worked on figuring out what the exterior and interior layouts would look like and how players would move through these spaces. First […]
I’ve spent some time, probably too much, poking holes in my design trying to make sure that what I have is A) worth keeping and B) Has meaning within the level and is not superfluous. To do that I’ve asked myself the following questions (most of which come from the NEXT document). What is the […]
Keeping track of my progress while working on a Mission Design Document for the Ubisoft Toronto Next Level Design challenge.
Quiet is a Twine game that moves the player through a single conversation where their only way to respond is by using emojis.
With the recent release of Assassin’s Creed: Odyssey and it’s many similarities to The Witcher 3: Wild Hunt I decided to take a deeper look at the format of each game.
Both are critically acclaimed Action RPGs (Role-Playing Games) praised for their storytelling and focus on single-player gameplay. The scope for both games was massive, expanding player expectations of the genre. Yet, as similar as they are, these games feel quite different. I think part of this is due to the way they structure their quests. For the sake of time let’s focus on secondary or side-quests, in particular, The Witcher’s “Family Matters” and AC Odyssey’s “Land of the Lawless.”
So recently I went back and played the first 2 Gears of War games and I totally forgot how much they made me feel like Delta Squad was a family and how often they actually broke up the squad during missions which could have been interesting in Halo 5, or future Halo installments *wink wink […]