After being on the waiting list for a few months, I finally had a chance to experience the Rigging Dojo Apprenticeship last Fall.
With my background in the game industry, the mentor that I was matched up was Todd Widup, and simply put, he is awesome! All of our sessions were done over Skype and overall went very smooth. After brief introductions, we jumped right into it. Todd started by asked questions to get a feel on the topics that peaked my curiosity.
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Some nice articles I came across this past week.
Masterpiece: Final Fantasy VII
“FFVII is filled with so many unforgettable, emotional scenes that it’s no wonder it still has such a large following. From the opening sequence and the bombing of the first Mako reactor to the final battle with Sephiroth, there’s a lot to take in.”
“Substantial reward is very important to help motivate the player to push themselves to get better and try more difficult challenges. The difference between unlocking a new way to play the whole game or unlocking a digital badge, or hat for your character is quite large, but adding something as in depth as a new playable character also comes with its own set of difficulties”
Analysis: What the Video Game Industry Can Learn From the Death of Glam Metal
“During the heyday of spandex, excessive use of hairspray, and sing-a-long hair metal anthems, a tiny music scene called grunge managed to rise to greatness, as evidenced by Nirvana’s rise to the top of the music charts. The over-saturation of glam bands in the late eighties and early nineties is a perfect analogy for what’s happening to the gaming industry today.”
Talk Sport Street Fighter IV vs StarCraft 2
“There’s something distinctly feminine about choosing to get really good at a game. Unlike the very male experience of playing whatever, whenever, basically playing as much as you can get, basically waddling around the game shop with your trousers round your ankles, choosing to get good at a game requires commitment, or even devotion. More difficultly, it also requires that you choose a suitor.”
Hard games can be fun and very immersive when done right. Do “Game Over” screens get in the way of fun? With the progression of technology and proven designs showing how much more fun a game can be without this element, why do games continue to use ‘Game Over’? The additional menus and loading times can take the player out of the experience and force them to quit prematurely. Maybe it’s time for them to go…
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