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Thoughts and Reflections - Creating Games

Thoughts and Reflections - Creating Games. Sunday, October 21, 2012. I know that I want to look at user experience in games. The end result, and what the player receives, is an experience. Some would call it fun, a word despised by many game designers as meaningless and impossible to use for actual analysis. Marc LeBlanc suggests that we should look at these experiences as a set of Aesthetics. It could also be done by me working in a completely isolated state, building simple prototypes based on the theo...

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Thoughts and Reflections - Creating Games | andreassongamestudies.blogspot.com Reviews
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Thoughts and Reflections - Creating Games. Sunday, October 21, 2012. I know that I want to look at user experience in games. The end result, and what the player receives, is an experience. Some would call it fun, a word despised by many game designers as meaningless and impossible to use for actual analysis. Marc LeBlanc suggests that we should look at these experiences as a set of Aesthetics. It could also be done by me working in a completely isolated state, building simple prototypes based on the theo...
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Thoughts and Reflections - Creating Games | andreassongamestudies.blogspot.com Reviews

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Thoughts and Reflections - Creating Games. Sunday, October 21, 2012. I know that I want to look at user experience in games. The end result, and what the player receives, is an experience. Some would call it fun, a word despised by many game designers as meaningless and impossible to use for actual analysis. Marc LeBlanc suggests that we should look at these experiences as a set of Aesthetics. It could also be done by me working in a completely isolated state, building simple prototypes based on the theo...

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Thoughts and Reflections - Creating Games: April 2011

http://www.andreassongamestudies.blogspot.com/2011_04_01_archive.html

Thoughts and Reflections - Creating Games. Tuesday, April 12, 2011. Oh, and this one? It will stay hibernated for a while until I can decide what to do with it. Most like, there will be other personal design-work unrelated to Carnage on here. Just not yet. Later. Perhaps. Friday, April 8, 2011. Of May as the date of Gotland Game Conference. Cutting features is a valid option but downsizing the game too much will create a less than impressive (and most important, less fun) product. Just going alon...

2

Thoughts and Reflections - Creating Games: Unraveling UDK

http://www.andreassongamestudies.blogspot.com/2011/04/unraveling-udk.html

Thoughts and Reflections - Creating Games. Friday, April 1, 2011. Of May when we are to show the game at Gotland Game Conference. View my complete profile. Mail: AndreassonJoakim AT gmail.com. Simple template. Powered by Blogger.

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Thoughts and Reflections - Creating Games: October 2012

http://www.andreassongamestudies.blogspot.com/2012_10_01_archive.html

Thoughts and Reflections - Creating Games. Sunday, October 21, 2012. I know that I want to look at user experience in games. The end result, and what the player receives, is an experience. Some would call it fun, a word despised by many game designers as meaningless and impossible to use for actual analysis. Marc LeBlanc suggests that we should look at these experiences as a set of Aesthetics. It could also be done by me working in a completely isolated state, building simple prototypes based on the theo...

4

Thoughts and Reflections - Creating Games: The Longest Journey

http://www.andreassongamestudies.blogspot.com/2012/10/the-longest-journey.html

Thoughts and Reflections - Creating Games. Sunday, October 21, 2012. I know that I want to look at user experience in games. The end result, and what the player receives, is an experience. Some would call it fun, a word despised by many game designers as meaningless and impossible to use for actual analysis. Marc LeBlanc suggests that we should look at these experiences as a set of Aesthetics. It could also be done by me working in a completely isolated state, building simple prototypes based on the theo...

5

Thoughts and Reflections - Creating Games: September 2012

http://www.andreassongamestudies.blogspot.com/2012_09_01_archive.html

Thoughts and Reflections - Creating Games. Friday, September 28, 2012. The Fountain of Eternal Motivation. My main motivator is definitely the search for ever-stimulating work. I need my tasks to provide some sort of intellectual interest, or at least allow for it while being performed. Using terms from the Two-factor theory. Perhaps it could be said to exist somewhere inside a three-point area of Achievement, Work itself and (personal) Growth. A defeatist attitude brings nothing to a project. Moving for...

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Brainstorm or Brainfreeze | SunFeather

https://sunfeather.wordpress.com/2011/05/17/brainstorm-or-brainfreeze

Some kind of Art. We’ve been spending all morning brainstorming ideas for our trailer, with… less success… Out of 15 options only 3 were. Mostly because we lack time. And also because some don’t want to film the trailer, so we’ll see how this’ll turn out. We did get our T-shirts and contact cards for GGC though, which is awesome! By Mr A to the Qvist on May 17, 2011. Posted in Project CARNAGE. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.

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Carnage Development Diary: Blog Moved!

http://carnagethegame.blogspot.com/2011/04/blog-moved.html

4 players compete in a fast-paced turn-based racing-game. Control your speed, drift the corners and send your opponents off the track with lethal weapons. Make sure you cross the finish line first or see to it that none of the other players do. Your ride is your life! Friday, April 8, 2011. Hey all. This blog has been moved in an effort to even further enhance your viewing experience. Typing in the address. Http:/ www.CarnageTheGame.com/. Http:/ picard.hgo.se/ Carnage/. Subscribe to: Post Comments (Atom).

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Carnage Development Diary: March 2011

http://carnagethegame.blogspot.com/2011_03_01_archive.html

4 players compete in a fast-paced turn-based racing-game. Control your speed, drift the corners and send your opponents off the track with lethal weapons. Make sure you cross the finish line first or see to it that none of the other players do. Your ride is your life! Monday, March 7, 2011. On the designing of levels. Basic Mockup - Work in progress. Early WIP of the cars. The promise of food and drink now drag us away from the office. More to come later. Tuesday, March 1, 2011. The project will be in de...

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GGC | SunFeather

https://sunfeather.wordpress.com/2011/05/30/ggc

Some kind of Art. The weekend is over and so is GGC. All I can say really is that it went WAY over expectations! I’m very pleased with our work. And at the after party later on Saturday several of the judges came forth to us and gave us their cards in case we had plans on releasing the game. So yeah, my confidence has never been higher. We even managed to give away a copy of our game to two of the judges so here starts a small step on a long journey. This slideshow requires JavaScript. Join the Dark side?

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Long (LONG) time no see | SunFeather

https://sunfeather.wordpress.com/2011/11/01/long-long-time-no-see

Some kind of Art. Long (LONG) time no see. Well hello there again, it’s been a little while since I last wrote something… About half a year… BUT! Here comes some updates at last. Well we got some pretty good feedback there so we decided to continue with the project. So this past half a year we’ve fixed some design problems and added some new content. I have made some concept art, and one 3D model. While the others have made the models I concepted. This slideshow requires JavaScript. My name is André Apel...

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November | 2011 | SunFeather

https://sunfeather.wordpress.com/2011/11

Some kind of Art. Archive for November, 2011. Don’t be hasty. Bull; November 1, 2011 • Leave a Comment. Posted in Project CARNAGE. Long (LONG) time no see. Bull; November 1, 2011 • Leave a Comment. Posted in Project CARNAGE. Join the Dark side? Join 1 other follower. Some kind of Time checking Devise. Kind of like a Time machine… But cheaper. Kind of like a Time machine… But cheaper. Newsflash of the day. SO… MANY. OPTIONS! Portal to another dimension. Create a free website or blog at WordPress.com.

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SunFeather | Some kind of Art | Page 2

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Some kind of Art. From Digital to Board. Bull;May 12, 2011 • Leave a Comment. It’s been a while since I last wrote here, but a lot has happened since then. I’ve been working on the game board itself and Finished it. I had to remove some art from it though, otherwise I wouldn’t have made it to deadline. “Killing your darlings” so to speak…. But they’ll be finished today. Weapon card, repair card. So what do we have left to do before we send everything away to the printers? We have to finish our trap, all ...

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Panic and Crunching | SunFeather

https://sunfeather.wordpress.com/2011/05/18/panic-and-crunching

Some kind of Art. Yep, it’s full crunching time now. Only 8 days left to GGC, and all we have left is our Trailer and Teaser. And after spending pretty much all week until now with storyboarding and brainstorming for these videos we were without success…. But today we finally came up with a plan that we could finish before deadline. Its’s actually not very much to hang in the Christmas tree, but it will do just fine. Also I had to borrow a friends Account to upload this video since I don’t have one...

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Don’t be hasty | SunFeather

https://sunfeather.wordpress.com/2011/11/01/dont-be-hasty

Some kind of Art. Don’t be hasty. Yea… I could wait any longer so time to post again, after all it’s been almost 30min. Here comes my 3D model of the. I did a mixpic with all the texturemaps and a renderd picture of the model. By Mr A to the Qvist on November 1, 2011. Posted in Project CARNAGE. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out.

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Thoughts and Reflections - Creating Games

Thoughts and Reflections - Creating Games. Sunday, October 21, 2012. I know that I want to look at user experience in games. The end result, and what the player receives, is an experience. Some would call it fun, a word despised by many game designers as meaningless and impossible to use for actual analysis. Marc LeBlanc suggests that we should look at these experiences as a set of Aesthetics. It could also be done by me working in a completely isolated state, building simple prototypes based on the theo...

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