Tactics for Game Design Part 3

I started out writing these design blogs to offer some tips about game design, and I decided to tie that in with what has been going on with Codex Worlds. It is also important, however, to talk about what else goes on in pre-production in addition to design. In the past two blogs, I covered some production, project management, producing, and team evaluation points. Now onto some tactical game design tips ... the whole point of this blog. :)

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Transmission Received 8

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Transmission Received 7

 01001000011001010010000001110111011010000110111100100000011000110110111101101110011101000111001001101111011011000111001100100000011101000110100001100101001000000111000001110010011001010111001101100101011011100111010000100000011000110110111101101110011101000111001001101111011011000111001100100000011101000110100001100101001000000111000001100001011100110111010000101110

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Tactics for Game Design Part 1

There are a ton of different ways to implement your game design. Some considerations may include team size, member experience, difficulty level of the project and resources. Of course, big publishers may have team sizes anywhere north of 50 or even 100 people, and their approach to design may necessarily be different than 10 indies doing a "garage" project. Having stated all that, it might be fun to look at how we are doing things at Codex Worlds.  

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Strategies for Game Design

It might be fun to look at some design strategies early in pre-production. These are quick snapshots of strategies; I will have much more game design details coming soon in my personal blog for game students at gamelifecoach.blogspot.com

It might be fun to look at some design strategies early in pre-production. These are quick snapshots of strategies; I will have much more game design details coming soon in my personal blog for game students at gamelifecoach.blogspot.com

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Bring On The Future!

Deciding what platform to develop for is as big a decision as what game to make! Over the past 30 years, there have been about 4 or 5 platforms (computer/video/handheld game systems) to decide to develop on at any given time. Now, it has never been more confusing or exciting to be a game software developer. It is utter chaos now with mobile, web, micro consoles and even watch games all competing with "classic" PC, video game and handheld systems.

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