|
|
|
#1
|
||||
|
||||
|
We get a lot of inquiries about our game design process at PikPok, so we wrote up a little article to expose our thoughts and process around the game design role within the studio. More at the link
http://pikpok.com/news/inside-pikpok-game-design/ Interested to hear any feedback or alternate philosophies or approaches either here or via comments on the article. Former "Inside PikPok" articles below: Technical Art http://pikpok.com/news/inside-pikpok-technical-art/ Usability http://pikpok.com/news/insidepikpok-usability/ Quality Assurance Testing http://pikpok.com/news/inside-pikpok...rance-testing/ |
|
#2
|
||||
|
||||
|
Fantastic read.
The short paragraph on controls (largely breezed over) was the most meaningful to me. Our puzzler's only complaint was that the controls weren't perfect. I think I need to learn to make controls more invisible. |
|
#3
|
|||
|
|||
|
how that's really interesting.
thanks a lot |
|
#4
|
||||
|
||||
|
Great share! Thank you a lot!
|
|
#5
|
|||
|
|||
|
Great share!
|
|
#6
|
|||
|
|||
|
After playing Monsters Ate My Condo, I just assumed that your design process was fueled by absinthe, after which you locked the coders in an opium den until they had a finished product to release.
|
|
#7
|
||||
|
||||
|
The apron in the photo is quite telling. And fetching. Any link to order that on line?
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|