Category Archives: uncategorized

History of “leading lines?”

Some recent video game discourse over “leading lines” got me thinking about what is the history of the concept? Obviously it was a thing in photography and/or painting before it was ever used in video games, but for how long? … Continue reading

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Joystick accuracy test

I got a few people to run a program I made to test their accuracy with the thumbstick on a gamepad. What kicked off this train of thought, was I was considering radial UI as an interface. How many options … Continue reading

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Paintings

A collection of paintings I’ve been doing on a general theme. I figured I’d put them up here. I hadn’t done much physical painting really. I drew a lot but just with ink or pencil, so no colour. I made … Continue reading

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Garbage Truck games

I saw this article on why kids loves garbage trucks. And it got me looking at games about garbage trucks. Obviously there must be a garbage truck simulator in the vein of Euro Truck Simulator or Train Simulator. I found … Continue reading

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Game Design Requires Aesthetic Choices

One thing I see sometimes on the game design subreddit, is questions of the form “Is ____ considered good / bad game design?” So I guess I have two pet peeves with that. One, it does a passive voice attempt … Continue reading

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Modal controls in video games

In UX, modes are when the same input results in a different action depending upon the state of the program. I’ve played games where there’s a “town” mode and a “action” mode, where your “fight” actions are replaced with “talk … Continue reading

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Video game architecture and the dimensions of doors in Gone Home

This is a door model from Gone Home. Anything strike you as odd? It’s pretty thick isn’t it? For comparison, I measured a door in my own home and referenced a Home Depot link on standard door sizes. My doors … Continue reading

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Virginia, video games and montage

I played Virginia lately, which is unusual among games, I think, because of its use of montage. What I’m talking about isn’t exclusively what people call “a montage” in film, (eg: training montage) though there are some scenes like that … Continue reading

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Games as systems of information

So lately I’ve been reading Rules of Play and I have a small discussion about something they get into in the chapter Games as Systems of Information. In it, they summarize a typology of information in games as described by … Continue reading

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Super Text Mesh for Fungus

So a game dev from Winnipeg put together a text tool for Unity called Super Text Mesh which lets you do wiggly text and a few other things. Since I’ve been playing with Fungus lately, I decided to see if … Continue reading

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