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design from a long time ago
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I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…
Been waiting for this one for a while! Nice to see you back
cool, looking forward to it!
Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…
Category: Lectures
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A month or so ago I blogged about Chris Kline coming to talk about BioShock for the Montreal IGDA Chapter. Well, we recorded the presentation, and it's now available here (link fixed) for anyone interested in watching it.
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Although I have not seen the presentation myself, nor had the chance to look at the slides and notes, Pat is back from Austin and he’s posted the materials from his talk. By all accounts it went well, hopefully we’ll find an hour when we’re not putting out fires (or starting them) so he can…
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But Pat is. Pat is the Narrative Designer on my project, and has been busting his ass for the last 2+ years to do all the nuts and bolts work of making this crazy dynamic interactive narrative we dreamed up for Far Cry 2 actually work. He’ll be sharing some (but nowhere near all) of…
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If the player ever asks himself "I wonder if I can do X?", the answer had better be "Yes". That’s one of the mantras of my design team. Basically it means that your game invites the player to ask questions about what he can and cannot do, and if you are inviting him to ask…
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So immediately following my GDC presentation, I did an interview with Bonnie Ruberg from Gamasutra, which is now up on their site. It goes into a few more details about the talk, and Bonnie also asked a few good questions about gender issues in exploration… some stuff I hadn’t thought much about.
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So this (late) post will be my last one about GDC. It will briefly cover my impressions of my two favorite sessions which I already acknowledged will probably not be surprising to anyone. Both were design talks, and both tackled specific issues in design that I have thought about often, but have never had the…
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So for some people, these two talks might come out of the blue. Both of them were in tough slots, and both of them were in small rooms. One was about level design and one was about writing. Two topics that speakers have a hard time impressing me with. But as was the case with…
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So, I wanted to post some thoughts about my favorite GDC sessions and comment on some of the takeway. Unfortunately, this was such an excellent GDC, and I tend to post huge tracts anyway, that I think I had best not do it all in one post. There are six sessions I wanna talk about…
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The slides and the accompanying paper for my GDC presentation are up for anyone interested. There were three questions people asked after the presentation that I think really contributed to the talk and enhanced even my own understanding of the topic (there were other very good questions too, but these three were the ones I…
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Just got out of bed from a nap after my red-eye back from San Francisco and thought I’d fire up my first few thoughts about GDC this year. I’ll probably do a few posts about GDC in the coming days, as well as find a chance to put up the slides for my talk, though…
This is still an interesting read. But for me it was far simpler than this: The game’s narrative tries to…