Category Archives: Game Development

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Interface Critique

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There were many old technologies in the Media Archaeology lab that laid the foundation for what we consider modern interface design. The early Macintosh computers were the first to use a mouse to interact with things via a GUI. Some of the first video games like Oregon Trail and Tetris had all kinds of input […]

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Mario Maker: Level 2

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Course ID: NF6-X3M-Y7G Level Goals and Documentation: Create a challenging Mario level using the cranes as the main mechanic – I discovered the cranes are a pretty fun way of playing Mario. The jumping from crane to crane feels more momentous and tricky to pull off than the normal platforming found in the game. Not […]

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Final Game Ideas

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Zephyr Rider: A 2D side scroller where you control a paper airplane by gliding in a sine wave pattern and can be propelled by the wind in certain directions. After a while other obstacles start to appear, such as enemy paper airplanes, fire and water traps, and other ridiculous challenges. Tower of Tempests: A puzzle […]

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Celeste: Mirror Temple – Level Design Assessment

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The Mirror Temple in Celeste is the fifth chapter of the game, exhibiting a variety of unique mechanics which pop up often in the game’s later levels. The temple itself consists of five sections and each one either introduces a new mechanic or finds creative ways to build off of the existing ones. All the […]

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Shake That Button

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While exploring different types of controls on shakethatbutton.com I stumbled upon a couple interesting projects which take advantage of alternative input methods. For fans of heavy metal and neck cramps, Antonin Fourneau created RR, a headbanging simulator which utilizes wigs and motion sensors to control a speaker’s volume. Violently shaking your head while wearing the […]

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Mario Maker Level Design

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Course ID: 3FB-BG9-RHG My first stage ever made in Mario Maker was very simple, though I did my best to include familiar aspects of typical Mario levels. This helped me learn the interface of the level editor very quickly, and given more time the possibilities for level design. While my level doesn’t contain any jaw […]

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Shmup Idea Refinement

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I originally wanted to make a shoot ’em up game with a specific theme in mind: breaking out of (rather than in to) Area 51. One or two players would control their own flying saucer as they help aliens escape from the military base, fighting off various types of aircrafts like helicopters and fighter jets. […]

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Game Design Assessment

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Super Metroid was developed and published by Nintendo in 1994 as a direct sequel of the first two games in the series. Continuing the adventures of alien bounty hunter Samus Aran, this game builds off of the base mechanics established in the NES and Game Boy games by refining controls and introducing new ways to […]

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Game Design – Shmup Brainstorming

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Shoot ’em Up Brainstorming: https://docs.google.com/document/d/1Zz0wMf2zGh6iUUrv9UW2GHwQqUFCrCqgAebKGd7bauI/edit?usp=sharing

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