informa
/
Design
News

Gamasutra Member Blogs: From Encounter Design To iPad Controls

In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as encounter design in shooters, adapting an HTML5 game's controls for the iPad, lessons from BioWare vet
[In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as encounter design in shooters, adapting an HTML5 game's controls for the iPad, lessons from BioWare veteran Tobyn Manthorpe, and more.] Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals. We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines. This Week's Standout Member Blogs Encounter Design In Shooters 101 (Eric Schwarz) Designing interesting gameplay in shooters that keeps on being entertaining is a difficult task. Eric Schwarz breaks down level and enemy design to help you understand how to design a good encounter for a shooter. From Keyboard And Mouse To On-Screen Analog Thumb Sticks (Matt Hackett) Lost Decade's Onslaught! Arena began as a web game built in HTML5. Before porting it to iPad, the studio had to tackle the difficult task of reimplementing the control mechanism. Here, Matt Hackett documents the journey from keyboard and mouse to analog thumb sticks. From BioWare to Cedar Hill Games: A Jack-of-All-Trades Develops (Tobyn Manthorpe) Tobyn Manthorpe discusses his 10-year career at BioWare Corp. -- working on everything from Baldur's Gate to Neverwinter Nights, MDK2 to Knights of the Old Republic, and Dragon Age to the developer's Eclipse engine -- and the learning experiences that count. The Half-Cinderella: Why Gameplay Never Leaves The Ball (Paul Sztajer) Contemplating Kurt Vonnegut's lecture on the shapes of stories, Paul Sztajer argues that the ludonarrative arc of most games is good at going up on the Good/Ill Fortune graph, but very bad at going down it. On Playing a Set Character in Video Games (Rebecca Phoa) One traditional strength of the RPG genre and increasingly many others is avatar customization. Rebecca Phoa, though, asks what happens if you simply have no choice? What then? Does not being able to control the main character from top to bottom make a game lesser?

Latest Jobs

Sucker Punch Productions

Bellevue, Washington
08.27.21
Combat Designer

Xbox Graphics

Redmond, Washington
08.27.21
Senior Software Engineer: GPU Compilers

Insomniac Games

Burbank, California
08.27.21
Systems Designer

Deep Silver Volition

Champaign, Illinois
08.27.21
Senior Environment Artist
More Jobs   

CONNECT WITH US

Register for a
Subscribe to
Follow us

Game Developer Account

Game Developer Newsletter

@gamedevdotcom

Register for a

Game Developer Account

Gain full access to resources (events, white paper, webinars, reports, etc)
Single sign-on to all Informa products

Register
Subscribe to

Game Developer Newsletter

Get daily Game Developer top stories every morning straight into your inbox

Subscribe
Follow us

@gamedevdotcom

Follow us @gamedevdotcom to stay up-to-date with the latest news & insider information about events & more