Mutant Amoeba Development a peek behind the scenes at the MAD lair

31May/120

In The Games Of Madness: Unconventional Design Tips

Posted by pentaphobe

Find some core mechanic of controlling and interacting with the game, be that sidescrolling shooter, point and click or whatnot and then focus on the big picture. What feelings should game create, what is the theme, what kind of message should the game get across? This means creating an overarching structure for the game first, and then when you start designing the mechanics, levels, etc you make sure that it goes along with this.

via In The Games Of Madness: Unconventional Design Tips.

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27May/120

Silly logo diversions

Posted by pentaphobe

Brain stopped working for a bit as I'm currently neck deep in some tricky rearranging.  This means I'm saying "yargh!" a lot more than normal and also means I'm taking frequent breaks.

The last break resulted in me whipping this up in Blender:

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