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2 unusual facts about Game design


Game design

A notable exception to this policy was Coleco, which from its very start separated the function of design and programming.

Game Design: From Blue Sky to Green Light

Game Design: From Blue Sky to Green Light (ISBN 978-1-56881-318-9) was written by Deborah Todd and published in 2007 by AK Peters.


De Blob

The game de Blob was originally developed as a downloadable game for the Windows PC by eight students studying Game Design & Development at the Utrecht School of the Arts and one student studying Game and Media Technology at Utrecht University in the Netherlands.

Racing Destruction Set

Koenig, Goldman and Warhol had all worked for the Intellivision game design team at Mattel during the early 1980s, where Koenig had programmed the Intellivision Motocross game.

Steve Feak

Steve Feak, also known by the nickname of Guinsoo, is an American game designer, and was the previous designer of the popular Warcraft III: The Frozen Throne custom map DotA: Allstars.

System 15000

System 15000 is a 1984 video game by A.V.S. It was originally conceived, designed, and programmed by Lee Kristofferson (born John Wagstaff) in assembly language for the Commodore 64.


see also

21st Century Game Design

21st Century Game Design (ISBN 978-1-58450-429-0) is a book by Chris Bateman and Richard Boon.

Aegis Wing

According to an IGN developer's spotlight, the game was created when Microsoft's J Allard proposed a summer internship focused on game design.

Dave Lavery

He is also well-known amongst participants of the FIRST Robotics Competition as a mentor of Team 116 (from Herndon High School) and was a member of the FRC Game Design Committee.

Dream Pod 9

The company got its start as the game design studio of what was then IANUS Publications, a Canadian publisher of anime-related magazines (Mecha Press, Protoculture Addicts).

Game Developers Conference

The goal of 2nd annual Game Design Challenge was to create a game based on Emily Dickinson.

Gaslamp Games

In addition to programming and company management, he has also lectured with Nicholas Vining at the University of Victoria on game design, and contributes actively to Australian National University's SkyMapper project.

Greg Costikyan

Costikyan worked on game design for many years, including writing and consulting for Nokia.

Lords of the Rising Sun

Lords of the Rising Sun is a 1989 video game by Cinemaware, game design and art by Doug Barnett, released for the Amiga among other systems.

Meaningful play

In Rules of Play, Katie Salen and Eric Zimmerman introduce meaningful play as the goal of successful game design.

Might and Magic IX

It was the first game in the series to be designed by Tim Lang, and the first in which Jon Van Caneghem, the series creator, was not involved in game design.

Naomi Novik

She participated in the design and development of the computer game Neverwinter Nights: Shadows of Undrentide, until she discovered that she preferred writing to game design.

Nicholas Fortugno

Since 2002, Fortugno has taught the Game Design and Interactive Narrative program at Parsons The New School for Design, and has contributed to the development of the school’s game design curriculum.

Nikita Mikros

Writing credits include "Using Software Prototypes In Game Design" an article that appeared in the book Game Design Workshop by Tracy Fullerton and Chris Swain.

Puppet Guardian

This was the only place players could buy and sell items originally, but the game design was changed in October 2008 to allow such transactions in each of the tower lobbies at the Merchant Guild and with Basil the Barber.

Realm of Impossibility

Music by Dave Warhol, who had worked with Daglow on the Intellivision game design team, was also added to the EA edition.

Robin Hunicke

She is an organizer of the annual Game Design Workshop at the Game Developer's Conference, where she teaches with designers Doug Church, Marc LeBlanc, Frank Lantz, Stone Librande, Clint Hocking and others.

Silfade series

The game was highly acclaimed at Enterbrain-held Contest Park, in which a reviewer described its game design as "stress-free," mainly due to the prevention of lengthy cutscenes.

Stephen Glicker

During that time, he also taught courses in interactive design, game design, 3D animation, and related tools at New York University, The New School, and Carnegie Mellon University.

Steve Gaynor

Gaynor started his career in game design as a tester for Sony and Perpetual Entertainment, during which time he made amateur levels for F.E.A.R. in his free time.

Steve Perrin

He worked at Interplay Productions, Maxis, and Spectrum Holobyte, doing game design, playtesting, and writing manuals for such computer games as Star Trek: Starfleet Academy, SimCity 2000, and Flight of the Intruder to name but a few.

The Art Institute of Vancouver

The school's teachers and students have been interviewed about game design and education by publications such as the Vancouver Courier and Gamasutra.

The Holder's Dominion

“Davis creates both an everyday world and a world of adventure, then she laces them together and pulls tightly.” —Richard Bartle, PhD, Professor of Game Design, University of Essex

Turpitude

Turpitude Design is also the name of a game design firm started by notable game designer Stieg Hedlund.

Where's Waldo at the Circus

A team of educators assisted with the game design, and the exercises within it conform to the guidelines of the National Council of Teachers of Mathematics and the California Department of Education.