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Nothing To Undo | Game Design, Whiteboards, and Other Stuff Too

Game Design, Whiteboards, and Other Stuff Too

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Nothing To Undo | Game Design, Whiteboards, and Other Stuff Too | donotundo.wordpress.com Reviews
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Game Design, Whiteboards, and Other Stuff Too
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1 nothing to undo
2 categories uncategorized
3 multi modal input
4 mechanics creep
5 user training
6 the mouse version
7 tactile feedback
8 visual feedback
9 hardware auditory feedback
10 it’s probably disabled
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nothing to undo,categories uncategorized,multi modal input,mechanics creep,user training,the mouse version,tactile feedback,visual feedback,hardware auditory feedback,it’s probably disabled,touchless,and verticus,uncharted territory,alexcolgan,binxed
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Nothing To Undo | Game Design, Whiteboards, and Other Stuff Too | donotundo.wordpress.com Reviews

https://donotundo.wordpress.com

Game Design, Whiteboards, and Other Stuff Too

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1

I Hope You Like Jammin’ Too | Nothing To Undo

https://donotundo.wordpress.com/2012/11/26/i-hope-you-like-jammin-too

Game Design, Whiteboards, and Other Stuff Too. Laquo; The Stuck Lens – I Do not (Think) This Means What (They) Think It Means. Social Networking and the Ad-Hoc Use Case. I Hope You Like Jammin’ Too. November 26, 2012. For rapid development now days that creating really great games in 48-hours is actually pretty realistic assuming you know what you’re doing. Folks playing the completed “Bass Jumper” game at the end of the jam. Whammy Jammy was organized in part by Steven An. Some of the other projects tha...

2

Tips for New Game Jammers | Nothing To Undo

https://donotundo.wordpress.com/2014/12/30/tips-for-new-game-jammers

Game Design, Whiteboards, and Other Stuff Too. Laquo; What is a Product? Tips for New Game Jammers. December 30, 2014. I’ve been game jamming for 5 or so years. It’s a hobby I really enjoy. This was some off the cuff advise to folks new to the Global Game Jam. Which will be happening again this coming January. 8211; Get some sleep. My teams and I always try and grab 8 hours of sleep / relaxation time per night. Helps memory, creativity, and accuracy. 8211; Don’t get too possessive of your ideas&#46...

3

What is a Product? | Nothing To Undo

https://donotundo.wordpress.com/2014/12/29/what-is-a-product

Game Design, Whiteboards, and Other Stuff Too. Laquo; Jumping Head First Into Motion Control Design. Tips for New Game Jammers. What is a Product? December 29, 2014. I saw a question of Design News. This morning that made me think a bit, the question of “what makes something a product”. in I wrote this pedantic little diatribe in response that I though worth sharing:. Another example that does a good job of illustrating the point is Ed Key’s art game, Proteus. Or leave a trackback: Trackback URL. You are...

4

Nothing To Undo | Game Design, Whiteboards, and Other Stuff Too | Page 2

https://donotundo.wordpress.com/page/2

Game Design, Whiteboards, and Other Stuff Too. The Stuck Lens – I Do not (Think) This Means What (They) Think It Means. May 22, 2011. Does someone want to explain this to me? Oh it only gets worse. Found this one behind R. Thomas Grill. T-2 Weeks and Counting. May 22, 2011. Standard scene in an @jofsharp or @ravenborne class. That’s one of the project’s I’m working on in @ravenborne’s. Class in the foreground there. @ckalenda. Newer Entries ». Blog at WordPress.com. Back to the top.

5

The Eccentricities of Molyjam Deux | Nothing To Undo

https://donotundo.wordpress.com/2013/07/11/the-eccentricities-of-molyjam-deux

Game Design, Whiteboards, and Other Stuff Too. Laquo; Social Networking and the Ad-Hoc Use Case. Rethinking Menu Design in the Natural Interface Wild West. The Eccentricities of Molyjam Deux. July 11, 2013. Last weekend I jumped in and participated in the 2013 What Would Molydeux 48-hour game jam. With Sifteo, I spent a lot of time running and supporting game jams so I’ve gotten to know a lot of folks in the bay area jammer community. Due to space limits Molyjam split up the bay area into three sites,.

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randomoutputdesign.com randomoutputdesign.com

Apollo 13

http://www.randomoutputdesign.com/experiments/01-apollo.html

I’m utterly enamoured with space. It’s a grand, beautiful, and incredibly formidible place. The shear human effort and technical achievement required to not only explore space, but to take humanity there is astounding. I greatly admire the men and women who support the endeavor and those who have gone. I love reading, listening to, and watching records of humanities work in space. The Apollo 13 mission in particular is captivating to me. The 13 mission itself took over five days. These depictions all pla...

randomoutputdesigns.com randomoutputdesigns.com

Apollo 13

http://www.randomoutputdesigns.com/experiments/01-apollo.html

I’m utterly enamoured with space. It’s a grand, beautiful, and incredibly formidible place. The shear human effort and technical achievement required to not only explore space, but to take humanity there is astounding. I greatly admire the men and women who support the endeavor and those who have gone. I love reading, listening to, and watching records of humanities work in space. The Apollo 13 mission in particular is captivating to me. The 13 mission itself took over five days. These depictions all pla...

randomoutputdesigns.com randomoutputdesigns.com

Cityville Hometown

http://www.randomoutputdesigns.com/work/06-Hometown.html

Was my first experience with commercial game development and was an excellent opportunity to learn alongside a team of games industry veterans. Hometown was a FreeToPlay Citybuilder game remenicient of Zynga’s Cityville Web game. Hometown’s focus was on creating an invest express experience where players would get to know individual residents via quests that pushed players to grow their own small town. The design team on Hometown was Executive Producer Jon-Paul Dumont. Senior Designer Joe Canose. Anyone ...

randomoutputdesigns.com randomoutputdesigns.com

Sifteo 3rd Party Publishing and Greenlight Process

http://www.randomoutputdesigns.com/work/03-SifteoPublishing.html

Sifteo 3rd Party Publishing and Greenlight Process. I, along with Bernie Lin, Robin Yang, and Megan Meyers, managed and developed Sifteo’s. Sifteo was aquired by 3D Robotics in 2014. Input is a fundamental part of the gaming experience, and we live in exciting times. Every week, it seems there’s a cool new natural interface startup or Kickstarter, and our choices about interaction aesthetics now begin with the crucial choice of input hardware. Jumping Head-First Into Motion Control Design.

randomoutputdesign.com randomoutputdesign.com

Shortcuts - By Leap Motion

http://www.randomoutputdesign.com/work/00-Leap-Motion-Shortcuts.html

Shortcuts - By Leap Motion. Is an operating system control application for the Leap Motion Controller. It was developed as a flagship launch title for Leap Motion’s Version 2.0 tracking launch. I was the primary interaction designer and front-end engineer on the application. For Mac or PC from the Leap Motion App Store. The biggest challenge in designing. This initial release of. Jumping Head-First Into Motion Control Design. Introduction to Motion Control. These depictions all play into fantasies of pow...

randomoutputdesigns.com randomoutputdesigns.com

Leap Motion Freeform - Design Research

http://www.randomoutputdesigns.com/work/01-FreefromPrototyping.html

Leap Motion Freeform - Design Research. Myself along with Leap Motion UX designer Nancy Chen. Designed, developed, and user-tested a set of menu designs to inform the design of Leap Motion’s V1 tracking flagship application, Freeform. The resulting learnings directly impacted the final design of Freeform’s menus, and the general learnings were captured in the Leap Motion Blog Post Rethinking Menu Design in the Natural Interface Wild West. Jumping Head-First Into Motion Control Design.

randomoutputdesign.com randomoutputdesign.com

Cityville Holidaytown

http://www.randomoutputdesign.com/work/06-Holidaytown.html

I was the sole full-time designer working on Holidaytown. Our small team reskinned the full CityVille: Hometown experience to create an original Holiday themed title. In under three months, we redesigned and replaced all game art, quest content, and game balance; along with designing and developing multiple new features. The game was featured on the iOS app store and met with great success. Jumping Head-First Into Motion Control Design. Introduction to Motion Control.

randomoutputdesign.com randomoutputdesign.com

Eccentricity

http://www.randomoutputdesign.com/experiments/11-eccentricity.html

Eccentricity was the product of myself and collaborators Ian Guthridge and Michael Downing at the 2013 MolyJam. I was the artist, gameplay programmer, and game designer. I wrote an extensive post-mortem of the jam which can be found here. Input is a fundamental part of the gaming experience, and we live in exciting times. Every week, it seems there’s a cool new natural interface startup or Kickstarter, and our choices about interaction aesthetics now begin with the crucial choice of input hardware.

randomoutputdesign.com randomoutputdesign.com

Sifteo 3rd Party Publishing and Greenlight Process

http://www.randomoutputdesign.com/work/03-SifteoPublishing.html

Sifteo 3rd Party Publishing and Greenlight Process. I, along with Bernie Lin, Robin Yang, and Megan Meyers, managed and developed Sifteo’s. Sifteo was aquired by 3D Robotics in 2014. Input is a fundamental part of the gaming experience, and we live in exciting times. Every week, it seems there’s a cool new natural interface startup or Kickstarter, and our choices about interaction aesthetics now begin with the crucial choice of input hardware. Jumping Head-First Into Motion Control Design.

randomoutputdesign.com randomoutputdesign.com

Cityville Hometown

http://www.randomoutputdesign.com/work/06-Hometown.html

Was my first experience with commercial game development and was an excellent opportunity to learn alongside a team of games industry veterans. Hometown was a FreeToPlay Citybuilder game remenicient of Zynga’s Cityville Web game. Hometown’s focus was on creating an invest express experience where players would get to know individual residents via quests that pushed players to grow their own small town. The design team on Hometown was Executive Producer Jon-Paul Dumont. Senior Designer Joe Canose. Anyone ...

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Nothing To Undo | Game Design, Whiteboards, and Other Stuff Too

Game Design, Whiteboards, and Other Stuff Too. Tips for New Game Jammers. December 30, 2014. I’ve been game jamming for 5 or so years. It’s a hobby I really enjoy. This was some off the cuff advise to folks new to the Global Game Jam. Which will be happening again this coming January. Read the rest of this entry ». What is a Product? December 29, 2014. I saw a question of Design News. Read the rest of this entry ». Jumping Head First Into Motion Control Design. July 19, 2014. Leap Motion Engineer and UX ...

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