Every story happens in a place. And time has come to build and iterate on the scene that the drama of Those left behind will play out. During Week 2 I have participated in a lecture concerning the game spaces and how to believably design them. Pity, that my world does not have any levels…
Context 2 – King of the Dragon Pass
In my previous context entry I have delved into a pure simulation game. In this entry however I will be focusing on something more akin to my project, a simulator working in tandem with the narrative elements, very old and extremly wrong in the UI departament – King of the Dragon Pass. It is percieved…
Context 1 – Prison Architect
Form the very first moment I have decided to do a management simulator I have been thinking of so many different projects/games that can serve as my contexts and inspirations. To make a good managemenet simulator, one must know good managemenet simulators. I will not play all of them, I am not insane, but I…
Week 2 – Sitting and thinking
Last time I started with the horror of the blank page and white screen. Today I will start with the ever-looming presence of a trash bin in every design journey I have been on. So, trash cans. As a game designer I have made a lot of things that inadvertedly end up in my trash…
Week 1 – The immense weight of it all
Nothing scares the creator, especially one that needs to write something, than an empty page, pure white screen or an untillted document. That is why I am creating everything in Dark Mode. It has dark grey pages, less intimidating, with less bagage connected to it. It helps with the weight of creation. When it comes…