Ludomedia #40

Ludomedia

Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.


Adrian Forest: How Not To Talk About Game Engines

  • “I’ve historically had to show game development students Unity showreels and other compilations to demonstrate the diversity of games made with the engine, and by extension, how little the use of an engine tells anybody about the game itself.”

Extra Credits: How Games Speak

  • “No matter what we do as developers, our games will speak to our players. And it’s our job, our challenge, to find things worth saying.”

Keith Burgun: Interview with Greg Street

  • “Anyway, I got a chance to chat with Greg about the theory [of input randomness] and how it maybe should, or could apply to League.”

Nikhil Murthy: Mechanical Foreshadowing

  • “Mechanical foreshadowing is a design tool that can be used in a wide variety of games and should help with reward cadences and the impact of twists in your game.”

Patrick Lemon: Why Make Games

  • “The structure of games reflects how we approach science and supports that understanding. […] You’re teaching people how to analyze and understand systems. […] In a way you could call that learning to learn.”

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