Notes from a G4C session, following some context. Top-Down vs. Bottom-Up Design Introduction An approach to classifying early game concept design sees design methodologies classified as either top-down or bottom-up. Gamasutra has a good article on this here: Game Design … Continue reading →
02 June 2009 by Bryan
Categories: commentary |
Tags: Dartmouth, design, education, G4C, games for change, Hush, Layoff, Mary Flanagan, production, prototyping, social issue, Tiltfactor, workshop |
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Some tips I got from a game industry veteran early in my career as a producer, after a number of disheartening incidents occurred and my confidence was at an all-time low. This is what he told me: Shit happens. Don’t … Continue reading →
23 February 2009 by Bryan
Categories: commentary |
Tags: business, game dev, production, reminders, tips |
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The Grow-A-Game exercise
Notes from a G4C session, following some context. Top-Down vs. Bottom-Up Design Introduction An approach to classifying early game concept design sees design methodologies classified as either top-down or bottom-up. Gamasutra has a good article on this here: Game Design … Continue reading →
02 June 2009 by Bryan
Categories: commentary | Tags: Dartmouth, design, education, G4C, games for change, Hush, Layoff, Mary Flanagan, production, prototyping, social issue, Tiltfactor, workshop | Leave a comment