Conversation: the Rules

We all know conversation is a game. Sometimes it’s a game with a very definite prize, like getting someone to think you’re interesting enough that they’ll give you their phone number, or getting someone to trust you enough that they’ll consider your business proposal. Whatever the goal is, conversation is challenging, scalable, and interactive – […]

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Lessons in Level Design: Boulevard

My self-taught, practical course in level design continues. After a weekend of obsessive forging, I present another multiplayer map for Halo: Reach. Here’s the Beta version of Boulevard of Broken Dreams. This one’s a $10,000 map – I used every cent of Reach’s complexity allowance. It’s built for team slayer or capture the flag, a […]

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Level Building in Halo: Reach

My thoughts about game design have been stirred lately by the creative opportunities afforded by Bungie’s Halo: Reach. As well as being an excellent game in its own right, Reach includes a very powerful level editor with quite easy controls. The learning curve is steep but very short, and it’s entirely possible to be creating […]

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I’m a Game Designer, Dammit.

Saturday night I was at a house party in Brixton. I only knew the host, so between nacho-scoops of guacamole, I found myself repeating the opening gambit of ‘The Party Conversation’ (TM) several times. “Hi, I’m Philip,” I’d say, extending my hand. Handshake. “I’m Melanie. Hi.” “Nice to meet you.” “So, Philip, what do you […]

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