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A history of shmups

An article discussing the development of the shmup from space invaders to ikaruga. This presentation explores the formal aspects of the shoot-em-up, the tradition of the high score and the range of...

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Case Study – Introversion

As part of my research into procedural and generative processes in games I have been carrying out a number of ‘case studies’ of prominent games and their designers. Usually this takes the form of an...

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Dwarf Fortress Interview

Although this interview should really be accompanied by a little more contextual content (as a case study) Tarn Adams was such an eloquent respondent that the interview itself covers most of the points...

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Case Study – Love

Love is the project of one man development team Quel Solaar. After a career in graphics programming Eskil Steenberg decided to design and build his own “not so massively multiplayer mmo”. Love is an...

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A little on Monster Hunter

So, Ive been playing Monster Hunter Tri on the Wii. Its the only game that has really had me ‘playing it offline’ since WoW. When I end up with a little downtime during work I find myself checking gear...

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The landscape is the story

In the process of producing my current procedural terrain/world engine I’ve been examining a number of key games that focus on atmospheric terrain as a key design feature. I am a firm believer in...

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Dark Souls

Ok, So I know that many people have been writing about Dark Souls recently, and Im not sure I can add too much to the excellent article Skyrim and Dark Souls by Rich Stanton, but I have just finished...

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Links to Slides/Video

Rather than make a new post for every talk I do or slides I upload. I’m going to gather them here as a list of links. Selected talks/engagements I am currently finishing my PHD (practice based)...

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Glass Pebble

NOTE: I delivered a performative talk based on this peice (called “Immanuel Kant’s Coding Dojo”) at GDC14 in San Franciso This is a sketch of personal thoughts, written partly in response to Ste...

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