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Game Design

Spiffing Reads: Sex in Games and the Future of VR

This week on Spiffing Reads, it’s all sex and VR. So a bit like the Brosnan-starring The Lawnmower Man, […]

Lewis Packwood 8 October 2016 Spiffing Reads

On deaf ears: how smart visual design can make games more hearing-impaired accessible

Video game designers have taught us, through intricately designed HUDs throwing all manner of information at the player […]

___ 8 May 2015 Uncategorized

Guilty Party – How player guilt made Nintendogs and Animal Crossing purveyors of game design perfection

Like Animal Crossing before it, Nintendogs well and truly worked its way into my daily routine, evoking a […]

___ 7 May 2015 Opinions

From orthodoxy to modernism: the finely tuned anatomy of stealth

Games that spend so much time encouraging the player to do so little are always walking that fine […]

___ 4 April 2015 Opinions

On Burnout Paradise – how Criterion Games’ opus perfected the art of letting players pissfart around

With the way people talk about open world ‘sandbox’ games, you’d think the designers had taken the afternoon […]

___ 7 February 2015 Opinions

Pedagogy, game design, and difficulty – are designers teaching their games wrong?

In the very early days of video games they were primarily aimed at teaching the player how to […]

___ 4 February 2015 Opinions

Video games skewed my perception of career success. Then Roguelikes fixed it

Having played video games from a very early age, it was inevitable that they’d somehow influence the person […]

___ 23 January 2015 Opinions

Stealth games can learn from human behaviour in public toilets

You sit there in a dark corner of an otherwise lit courtyard.  There are three armed men, vigilant […]

___ 26 March 2014 Opinions

The value of coin: an exploration of Mario’s currency

There have been so many dissertations written about the Super Mario series of games, with everything from the […]

___ 4 January 2014 Opinions
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