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January | 2012 | Mouse Face Smash
http://www.mousefacesmash.com/2012/01
Gameplay Wars – by Peter Tcherkes. Monthly Archives: January 2012. January 22, 2012. Designing Non-Linear Stealth-Action Levels. 8220;Stealth-Action” is a term that seems to contradict itself. Games like. Offer two (or more in the case of. Continue reading →. Posted in Gameplay Wars. January 17, 2012. Cover Combat VS. Cover Vomit. Is this cover organic or architectural? Am I exposed from the left flank? Can I cross the courtyard without losing half my life? Continue reading →. Posted in Gameplay Wars.
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Gameplay Wars | Mouse Face Smash
http://www.mousefacesmash.com/category/gameplay-wars
Gameplay Wars – by Peter Tcherkes. Category Archives: Gameplay Wars. March 20, 2012. Linearity and the importance of Gameplay Beats. Continue reading →. Posted in Gameplay Wars. February 16, 2012. MMO Design – Starting Area. There is nothing more jarring than hitting the boundaries of design. Anything that breaks your immersion and clearly spells out what designers always try to cover up and players always know in the back of their minds, THIS IS A GAME . Continue reading →. Posted in Gameplay Wars.
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Cover Combat VS. Cover Vomit | Mouse Face Smash
http://www.mousefacesmash.com/2012/01/17/cover-combat-vs-cover-vomit
Gameplay Wars – by Peter Tcherkes. Cover Combat VS. Cover Vomit. January 17, 2012. Is this cover organic or architectural? Am I exposed from the left flank? Can I cross the courtyard without losing half my life? Is the destructible cover piece going to last through the rest of the fight? Similar to the thought process that goes into laying out a level, it is imperative to think of the overall experience. What kind of combat is this area going to be? Are players fighting melee or ranged enemies? Well plac...
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Demonic face on the wall | Ryan Paul's Blog
https://joandropo.wordpress.com/2010/11/29/demonic-face-on-the-wall
Skip to main content. Skip to primary sidebar. Skip to secondary sidebar. Ryan Paul's Blog. Larr; Seen him before? The Demonic Animal →. Demonic face on the wall. Posted by Ryan Paul. I don’t remember how old I was but I think I was in the 4rd grade. So I guess I was really young at that time. The story I’m about to tell you is real and the only one who were able to witness this were my two little sisters. The apartment me and my family were staying was about 25 to 30 years old. It was on the 5. Larr; Se...
mousefacesmash.com
March | 2012 | Mouse Face Smash
http://www.mousefacesmash.com/2012/03
Gameplay Wars – by Peter Tcherkes. Monthly Archives: March 2012. March 20, 2012. Linearity and the importance of Gameplay Beats. If you aren’t familiar with the term, gameplay beats are the “WOW moments” of a level. Like a strong and steady pulse, these moments punctuate the most memorable sections of gameplay. Acting as the high points of a rollercoaster experience, gameplay beats build tension and create memorable gameplay transitions, leaving a lasting impression on the player. Continue reading →.
mousefacesmash.com
February | 2012 | Mouse Face Smash
http://www.mousefacesmash.com/2012/02
Gameplay Wars – by Peter Tcherkes. Monthly Archives: February 2012. February 16, 2012. MMO Design – Starting Area. Designing MMOs is often a Jeckyll and Hyde transition of shepherding players in a given direction while providing as much freedom as possible. Often times we create the illusion of freedom, which no matter how much we want to tell ourselves is still engaging and fun, is not the same thing. Continue reading →. Posted in Gameplay Wars. February 2, 2012. Continue reading →.
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About | Mouse Face Smash
http://www.mousefacesmash.com/about-2
Gameplay Wars – by Peter Tcherkes. My name is Peter Tcherkes, and I’m a Game Designer hailing from Moscow, Boston, NYC, Austin, all over, and now Santa Monica. I am a level designer, specializing in creating tactical play-spaces with a strong sense of environmental storytelling, a deep sense of mood and atmosphere, and most importantly, meaningful gameplay choices. Everything I write here is a product of these discussions, arguments, or better yet gameplay wars! Leave a Reply Cancel reply.
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Reinventing DOTA | Mouse Face Smash
http://www.mousefacesmash.com/2012/02/02/reinventing-dota
Gameplay Wars – by Peter Tcherkes. February 2, 2012. On the surface this sounds like a simple concept; In practice, each game has multiple layers of complexity that will give any RTS a run for its money. There are a number of key features that add layers of strategy to player choices, making each match a unique gameplay experience. A constantly growing library of heroes, each with four unique abilities. Players fulfilling their roles in conjunction with overall team dynamics. In the Action RTS genre.
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Dogs and Spirits | Ryan Paul's Blog
https://joandropo.wordpress.com/2011/07/09/dogs-and-spirits
Skip to main content. Skip to primary sidebar. Skip to secondary sidebar. Ryan Paul's Blog. Larr; Toy Story (Just a Dirty Thought). Live as if you… →. Posted by Ryan Paul. For those of you who have read my previous posts, ‘ The Demonic Animal. And ‘ Demonic face on the wall. I have yet another story to share with you. I’m sure most of you must have heard that dogs have 6. Sense In India, there is a saying that when you hear dogs howl in the middle of the night, it means there are spirits roaming about.
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Toy Story (Just a Dirty Thought) | Ryan Paul's Blog
https://joandropo.wordpress.com/2011/06/15/toy-story-just-a-dirty-thought
Skip to main content. Skip to primary sidebar. Skip to secondary sidebar. Ryan Paul's Blog. Larr; She Glowed like the Sun. Dogs and Spirits →. Toy Story (Just a Dirty Thought). Posted by Ryan Paul. So here it is, my dirty thought. Have the toys ever seen Andy Masturbate? I mean his toys were there all the time in his room till Andy was old enough to go to college. Like all boys there is no doubt that Andy used to Masturbate. Do you think Woody and the other male toys tried to find where their penis was?