In this week’s Design By Example, Justin Keverne takes a look at Halo: Combat Evolved’s shield and health bars and how they’re used to subtly train the player to learn from their mistakes.
In Infiltration (a game within the Android Universe of Fantasy Flight Games) players take on the role of criminals breaking into and stealing data from the CyberSolutions, Inc. facility. Uncovering each room in turn as they move deeper into the complex, their aim is to obtain the highest quantity of Data File tokens and escape […]
Check out this intriguing animated short that Chris Kelly put together for a graduate project. Entitled Time and Relative Dimensions in Space: The Possibilities of Utilising Virtual[ly Impossible] Environments in Architecture, it’s a fascinating exploration of our perception of architectural spaces, both real and imagined. The full thesis is available in PDF format from Chris Kelly’s […]
Whenever you’re feeling hungry, chances are you’re craving a bit of good ol’ fashioned fast food rather than a fine dining experience. The same can be said for our gaming habits; a rich diet of Dear Esther and Journey needs to occasionally be supplemented by running around in Just Cause 2 or Saints Row the Third like a bull in a headless chicken candy store. Wes Hampton explores the need for a bit of mindless gaming every now and then.
Half-Life 2′s headcrabs—killer zombie crustaceans with a penchant for nommy brains or just merely misunderstood pets one de-beak away from domestic bliss? Justin Keverne sticks his head out for science and takes a look at the poison variety of headcrab, otherwise affectionately know as the aaaaaaarghwhereisitwhereisitnoooooooo headcrab.
When he’s not busy writing about level design, Justin Keverne likes to cruise the mean streets of Paradise City in his hellaflush Challenger, looking for ricers to drag down the 1320. Or whatever it is the kids do these days. J-Kev takes a break from his hectic street racing schedule to examine the Licence system in Burnout Paradise.
“Relaxed” and “chilled out” aren’t words you would normally associate with 8-bit shoot ‘em ups, but that’s exactly what Thalamus Ltd achieved in 1987 when they released Hunter’s Moon on the Commodore 64. Mark Stevens delves into the bag of aesthetic tricks the game played to prepare players for an unconventional shoot ‘em up experience.