Interesting network talk about Halo Reach’s network design, Bungie’s most recent game before Destiny, by David Aldridge. You can view it here, and I break down the bullet points in the blog post below.
Here is about 1-2 hours of reading that is a smorgasbord of amazing behind-the-scenes for the design of Crash Bandicoot.
There is something here for everyone. Whether you’re into design, art, management, programming, or just want to hear about what its like going up against Miyamoto head-to-head and having him play your game at E3.
Hilarity ensues throughout the entire thing.
As a programmer, you may be particularly privy to Andy’s custom LISP language GOOL (and GOAL used for Jak/Daxter) at Part 9. If you’re not into technical stuff like how these guys helped pioneer the first ever genre of 3D adventure games and their technical limitations, you might want to avoid most of the stuff in the first 3 parts but even artists should pay attention.
Marist Game Society had our Spring 2013 Game Expo! Students showed off their projects made during the semester or year. Carrot Island debuted Thomas Edison, our HTML5 game discussed a few weeks ago. We finally have a functional first level. While not entirely complete, its a good test to gain some feedback from players.
Read on to see more behind the project, our experience during game design, and play the actual game!
Over the last two years, I’ve been apart of about 4 different student-indie development groups. All of them have had fantastic ideas, were fairly organized, and “clicked” very well between members.
But none of them worked out.