Me, Marc and Jens got back from GDC Europe yesterday so thought I should write a small summary of the trip.
Horror Tip: Hide
I just saw this little horror game gem called “Hide”. It is a very simple game with very simple graphics. Basically the game is all about finding five signs scattered across a map while avoiding being found.
GDC Europe
Just wanted to inform everybody that I will be holding a lecture and be part of a panel at GDC Europe next week.
Tech feature: Script Overview #2
Second part of the scripting overview.
Amnesia: Post-Mortem
The story of Amnesia: The Dark Descent starts just as we were hard at work with Penumbra: Black Plague, a project that had been close to doom only a few months before. After various financial problems, Paradox Interactive had stepped in to provide the funds needed to complete the game.
Tech feature: Script Overview #1
I just recorded a little clip about how scripting works in HPL3. In this film I just talk about the very basic elements of scripting and will follow up with another movie were I talk about some more complex features.
Is the player an artist? – Redux
In case you did not follow the comments on the last blog post with my views on the player as an artist, you might have missed that James Portnow from Extra Credits responded and he and I had a brief exchange. This discussion is now up on the Escapist in case anyone is interested in checking it out.
The Player – the artist?
n this week’s Extra Credits it was argued that we should treat the player of a video game as an artist and co-author of the game. One major point was that other media can be said to be valid without an audience, but not so for videogames. In video games a player is needed for the work to fully come to life. The other point was that players have an artistic role in this co-operative creation and that understanding the feelings that drive an artist can be used to make better video games.
Tech feature: Scripting upgrade
For a couple of months now I have, on and off, worked on some basic tech aspects for the engine. Everytime I was done with one of these I thought it was among the hardest things I would do for the new engine, yet the next feature as always proved more challenging. Terrain geometry was harder to implement than sun shadows, terrain texturing harder than geometry, and so on. Implementing the script system is no different.
The Gathering
On the morning of May 10, we all gathered for the very first time. Unlike what many had prophesied, this did not bring about the end of the world. No, this Tuesday morning turned out to be quite benevolent. The six of us met at Malmö train station right next to the statue of the knotted gun, which incidentally did no longer exist.