Author Archives: Christopher Enderle

Designer

The Future Of Our Virtual Workspace

Ommwriter opens a window to what is possible when virtual reality is seamlessly meshed with productivity technology.

The Phaaaaaantom of the Opera is here!

Check out my game http://www.playpond.com/game-downloads/17866/mystery-legends-phantom-of-the-opera-premium/index.html

Two Demos, Two Frustrations

I would love to be excited for Force Unleashed II, however, after playing II’s demo it seems the second game hasn’t really improved upon the first at all in terms of the general quality of experience.

Let Me Steady That For You

Auto aim in shooters. A helpful tool not used nearly enough.

A Balanced Battle System

The condition: Certain moves are more powerful than others. The problem: The player will try to use these more powerful moves even in detrimental situation. The solution: Make no single move more powerful than others.

To counter, or not to counter. That’s the limitation of your combat system.

The limitations of combat systems often stand in the way of the player’s enjoyment. I see Batman’s combat system as the first real move, in modern times, toward a combat system that might one day be limitless.

Desert Mountain Mines (Little Big Planet)

Check out my new Little Big Planet level, Desert Mountain Mines, username Chetim.

New Design Content

I’ve added a quintuplet of game designs to my list of Personal Work in the Design section. The overarching theme to them is quick, small, and stirring games. Whether they’re on a web browser or the iPhone, I think any medium can deliver a unique and moving experience. I’d like to prove that hypothesis some […]

The Player as the Final Ingredient

What is the value of text in games? Well, it requires the player to internalize things, to apply their own imagination and judgment into recreating the subject of the text. The creation of a world that provides opportunities to encounter such content is key to creating a solid base that can draw in the player’s imagination.

Emotionally Deep Fists

Can combat be as deep as dialog? The end goal should always be to attach the player to the actions on screen. I feel a large shift on combat conventions could help refresh the genre right about now.

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