9/18/15 – Garage Bands, Fundamentals, Science!, Movement, and Crossy Road
Today we have
- Garage Band Game Design
- Fundamental work
- Art and Science in Games
- Ideal movement range
- Crossy Road lessons
I’ve always liked the garage band analogy for indie game development. It offers a more realistic perspective than most post mortems do and it encourages useful activities like jamming, “playing covers”, and getting lots of feedback from “performances”. I hope this article injects some much needed perspective into the indiepocalypse conversation. Reminds me of the classic 1000 true fans article.
As Game Design becomes taken a little more seriously it becomes important we start recognizing and improving the fundamentals instead of just attempting to shotgun neato ideas into crappy packages. I hope it doesn’t take decades before we reach the same establishment of fundamentals as other design subjects like Graphic Design.
With games core strengths being in interactivity and learning, I think science is a great field to combine heavily with them and teach through experiential learning rather than boring textbook stuff. Let’s make the science learning of the future fun and entertaining!
It’s short and to the point, but this kind of decision making is at the core of game design iteration and an important skill to learn. Even if you don’t need to use grid based combat movement, understanding the design process behind a simple choice such as “how many squares can a character move” is vital.
I think you could probably dig a bit deeper than this, but some good surface level points on a successful small game.