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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: Meaning
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The last set of slides I have to put up are those for my five minute talk about game rating systems that I gave as part of Richard Lemarchand's Microtalks session on Thursday morning. Overall I really enjoyed the session – though the prep was a nightmare. I guess it's pretty easy to enjoy a session where…
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Here begins my long slow recap of GDC wherein I will ultimately get around to posting all of my various slides and presentation materials, as well as different commentary on the sessions I saw and what I thought was valuable about GDC this year. First up is my quick recap of the Game Design Workshop…
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Randy is so frikkin' smart. His latest column on Next-Gen dot biz is right on. In particular, I really appreciate this concise statement of one of the big challenges we face today as game designers: Modern games, by contrast, teach us things like it doesn’t really matter which way you choose to go. That someone will always…
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Two interesting links floated around work in the last couple days. Both related to visualizations of information or information processes. One was this beautiful work being done by Alex Dragulescu at MIT Media Lab where he is feeding patterns from software viruses into 3D software to create visual representations of what they ‘look like’… and…
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Middle of last week, The Globe and Mail published an interesting and well-written article about the Canadian Teacher’s Federation (ironically abbreviated ‘CTF‘) calling for a ban on the X360 and Wii release of Rockstar’s Bully: Scholarship Edition. Before getting into it I want to praise the unbiased and seemingly well-informed writing of the article itself…
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So this year Mark Leblanc invited me to join the faculty of the Game Design Workshop. The GDW is the 2-day Tutorial that runs on the Monday and Tuesday prior to ‘GDC-proper’ where we conduct a series of design excercises to familiarize designers (or anyone) with important design concepts like paper prototyping, fast iteration, and…
This is still an interesting read. But for me it was far simpler than this: The game’s narrative tries to…