This means that our game programmers
follow game design ideas and quickly implement them, often as a fast and dirty prototype.
Not exact matches
«There's lots of learning that goes on with a project like this: in relation to working together and sharing their
ideas;
following timelines and being personally accountable for their contribution, if you like, to the
game; there was work in creativity
design and storytelling that went into it as well; the
design element of it, the artwork element of it especially took a lot of work — that was all the work of one of the kids and he did such an amazing job...»
Ether One is a peculiar
game in many ways — it at once stands out in the crowd, but is also part of a wave of non-violent first person
games, seemingly
following in line with The Stanley Parable and Gone Home, two
games which expertly present new
ideas on
game design and storytelling (allowing
gamers to break a narrative, and highlight the importance of contextual stories).
Microsoft has already patented an in -
game FAQ system,
designed to help struggling Xbox owners complete their
games, while Sony is likely to
follow suit if and when such
ideas prove popular.