Level design is not the first thing which comes to mind when thinking about the Stanley Parable. The game is known widely for its narrative and extensive variety of endings more than anything else. But I am not here to talk about the Stanley Parable, I am here to talk about the Stanley Parable Demo.Read more "Level Design of Video Games – The Stanley Parable Post"
Part two of development and the research project is taking shape. The end goal I envision for this project is a practical application of my research in the form of a very basic narrative game, which I suppose is more akin to an interactive essay. Something along the lines of a walking simulator only with minimal walking.Read more "Brief Candle – Research Blog 02: The Three Act Structure"
Welcome to the development log of Brief Candle, a research project into the meta narrative of video games. The tone of these devlogs will be informal, sometimes sporadic, and an outlet for the recording of ideas and of a process of development.This first post serves to introduce the topic of this research and what it hopes to achieve.Read more "Brief Candle – Research Blog 01: Introduction"
This post examines a classic game which I cannot do justice. Portal speaks for itself when it comes to the excellence of its design. What the game does exceptionally is sequentially teach the player very simple systems and mechanics. Then adds layers of complexity to these systems through the combination of mechanics and level design.Read more "Level Design of Video Games – Portal, a Game that Teaches"
I can’t express how much I enjoy Hyper Light Drifter, the mystery and difficulty of Dark Souls, paired with the aesthetic of the SNES, this game arrived at just the right time in the market. This post attempts to analyse the design of a world where science fiction and fantasy are combined, a pairing which is ever popular across games and media.Read more "Level Design of Video Games – Hyper Light Drifter, a narrative world"