Category Archives: uncategorized

Rule of thirds?

A tangent I came upon during my previous attempt at tracing the history of “leading lines” is the “rule of thirds.” I think in general, it appeals to me to ask, “Where do these visual composition rules come from?” The … Continue reading

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Cubey vs. the Universe

Recently released this game, Cubey vs. the Universe, on itch.io. It’s a puzzle game where you roll a cube person and need to match the faces of the cube to move. It’s an improved version of an old game I … Continue reading

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Camera projection matrix

I posted a gist on GitHub where I was playing with modifying the projection matrix for the camera in Unity. For background, a matrix is basically a grid of numbers. A vector is a series of numbers. And you can … Continue reading

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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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