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CONTACTS AT GRAVESYARD.COM

JOSEPH GRAVES

5623 W●●●●●●W AVE.

AP●●20

AU●●IN , TX, 78756

US

1.41●●●●1281
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JOSEPH GRAVES

5623 W●●●●●●W AVE.

AP●●20

AU●●IN , TX, 78756

US

1.41●●●●1281
1.55●●●●5555
GE●●●●@GMAIL.COM

View this contact

JOSEPH GRAVES

5623 W●●●●●●W AVE.

AP●●20

AU●●IN , TX, 78756

US

1.41●●●●1281
1.55●●●●5555
GE●●●●@GMAIL.COM

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INTERNAL PAGES

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Resume « Joe Graves

http://www.gravesyard.com/resume

2

About Me « Joe Graves

http://www.gravesyard.com/about

My name is Joe Graves. I’m a systems designer, scripter, level designer, and generally enthusiastic member of the game-dev community. I got into this line of work because I knew from a young age that video-games were not simple diversions. They had the potential to claim a spot next to film and music as one of the great creative mediums of our time. Feel free to contact me. I’m always happy to talk shop.

3

Projects « Joe Graves

http://www.gravesyard.com/projects

8220;Darksiders II follows the exploits of Death, one of the four horsemen of the Apocalypse, in a weaving tale that runs parallel to the events in the original Darksiders game. This epic journey propels Death through various light and dark realms as he tries to redeem his brother War, the horseman who was blamed for prematurely starting the Apocalypse in Darksiders. “. Worked with the RPG team to create meaningful itemization, talent trees, abilities, and leveling curves. Star Wars: The Old Republic.

4

Recommendations « Joe Graves

http://www.gravesyard.com/recommendations

A designer’s ability to excel at this job is defined by three qualities: creativity, clarity, and adaptability. Creativity is an obvious choice, and Joe is more than qualified, but the other two are just as important, and they can be harder to quantify through a simple interview. 8211; Mike Birkhead. Senior Designer, Vigil Games. 8211; Peter Tcherkes. Game Designer, Naughty Dog. 8211; Peter Pascoal. Gameplay Programmer, Vigil Games. 8211; Mike Lin. Lead System Designer, Vigil Games.

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LINKS TO THIS WEBSITE

mousefacesmash.com mousefacesmash.com

January | 2012 | Mouse Face Smash

http://www.mousefacesmash.com/2012/01

Gameplay Wars – by Peter Tcherkes. Monthly Archives: January 2012. January 22, 2012. Designing Non-Linear Stealth-Action Levels. 8220;Stealth-Action” is a term that seems to contradict itself. Games like. Offer two (or more in the case of. Continue reading →. Posted in Gameplay Wars. January 17, 2012. Cover Combat VS. Cover Vomit. Is this cover organic or architectural? Am I exposed from the left flank? Can I cross the courtyard without losing half my life? Continue reading →. Posted in Gameplay Wars.

mousefacesmash.com mousefacesmash.com

Gameplay Wars | Mouse Face Smash

http://www.mousefacesmash.com/category/gameplay-wars

Gameplay Wars – by Peter Tcherkes. Category Archives: Gameplay Wars. March 20, 2012. Linearity and the importance of Gameplay Beats. Continue reading →. Posted in Gameplay Wars. February 16, 2012. MMO Design – Starting Area. There is nothing more jarring than hitting the boundaries of design. Anything that breaks your immersion and clearly spells out what designers always try to cover up and players always know in the back of their minds, THIS IS A GAME . Continue reading →. Posted in Gameplay Wars.

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Cover Combat VS. Cover Vomit | Mouse Face Smash

http://www.mousefacesmash.com/2012/01/17/cover-combat-vs-cover-vomit

Gameplay Wars – by Peter Tcherkes. Cover Combat VS. Cover Vomit. January 17, 2012. Is this cover organic or architectural? Am I exposed from the left flank? Can I cross the courtyard without losing half my life? Is the destructible cover piece going to last through the rest of the fight? Similar to the thought process that goes into laying out a level, it is imperative to think of the overall experience. What kind of combat is this area going to be? Are players fighting melee or ranged enemies? Well plac...

mousefacesmash.com mousefacesmash.com

March | 2012 | Mouse Face Smash

http://www.mousefacesmash.com/2012/03

Gameplay Wars – by Peter Tcherkes. Monthly Archives: March 2012. March 20, 2012. Linearity and the importance of Gameplay Beats. If you aren’t familiar with the term, gameplay beats are the “WOW moments” of a level. Like a strong and steady pulse, these moments punctuate the most memorable sections of gameplay. Acting as the high points of a rollercoaster experience, gameplay beats build tension and create memorable gameplay transitions, leaving a lasting impression on the player. Continue reading →.

mousefacesmash.com mousefacesmash.com

February | 2012 | Mouse Face Smash

http://www.mousefacesmash.com/2012/02

Gameplay Wars – by Peter Tcherkes. Monthly Archives: February 2012. February 16, 2012. MMO Design – Starting Area. Designing MMOs is often a Jeckyll and Hyde transition of shepherding players in a given direction while providing as much freedom as possible. Often times we create the illusion of freedom, which no matter how much we want to tell ourselves is still engaging and fun, is not the same thing. Continue reading →. Posted in Gameplay Wars. February 2, 2012. Continue reading →.

mousefacesmash.com mousefacesmash.com

About | Mouse Face Smash

http://www.mousefacesmash.com/about-2

Gameplay Wars – by Peter Tcherkes. My name is Peter Tcherkes, and I’m a Game Designer hailing from Moscow, Boston, NYC, Austin, all over, and now Santa Monica. I am a level designer, specializing in creating tactical play-spaces with a strong sense of environmental storytelling, a deep sense of mood and atmosphere, and most importantly, meaningful gameplay choices. Everything I write here is a product of these discussions, arguments, or better yet gameplay wars! Leave a Reply Cancel reply.

mousefacesmash.com mousefacesmash.com

Reinventing DOTA | Mouse Face Smash

http://www.mousefacesmash.com/2012/02/02/reinventing-dota

Gameplay Wars – by Peter Tcherkes. February 2, 2012. On the surface this sounds like a simple concept; In practice, each game has multiple layers of complexity that will give any RTS a run for its money. There are a number of key features that add layers of strategy to player choices, making each match a unique gameplay experience. A constantly growing library of heroes, each with four unique abilities. Players fulfilling their roles in conjunction with overall team dynamics. In the Action RTS genre.

mousefacesmash.com mousefacesmash.com

Linearity and the importance of Gameplay Beats | Mouse Face Smash

http://www.mousefacesmash.com/2012/03/20/linearity-and-the-importance-of-gameplay-beats

Gameplay Wars – by Peter Tcherkes. Linearity and the importance of Gameplay Beats. March 20, 2012. If you aren’t familiar with the term, gameplay beats are the “WOW moments” of a level. Like a strong and steady pulse, these moments punctuate the most memorable sections of gameplay. Acting as the high points of a rollercoaster experience, gameplay beats build tension and create memorable gameplay transitions, leaving a lasting impression on the player. Bristol Chase is a fictional level set in the Unchart...

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