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Paul Clark, Level 2 Games Portfolio

Paul Clark, Level 2 Games Portfolio. Level Design Elements of a Real-Time Strategy Game. View my complete profile. Tuesday, 12 February 2008. Level Design Elements of a Real-Time Strategy Game. As seen there are a large amount of factors to consider in both the level design and game design of an RTS and ignoring any one of these could lead to be a fatal mistake for your game. Matt Pritchard, 2003, Postmortems from Game Developer: Ensemble's Age of Empire, CMP Books, p.63-73. End of GHAC, Start of L2GP.

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Paul Clark, Level 2 Games Portfolio | pc4ectghac.blogspot.com Reviews
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Paul Clark, Level 2 Games Portfolio. Level Design Elements of a Real-Time Strategy Game. View my complete profile. Tuesday, 12 February 2008. Level Design Elements of a Real-Time Strategy Game. As seen there are a large amount of factors to consider in both the level design and game design of an RTS and ignoring any one of these could lead to be a fatal mistake for your game. Matt Pritchard, 2003, Postmortems from Game Developer: Ensemble's Age of Empire, CMP Books, p.63-73. End of GHAC, Start of L2GP.
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1 blog archive
2 new module
3 about me
4 paul clark
5 references
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8 games evening class
9 first lecture
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blog archive,new module,about me,paul clark,references,posted by,no comments,games evening class,first lecture,second lecture,third lecture,interactivity,fourth lecture,fifth lecture,the mmo,also mention planetside,sixth lecture,what next,future of rpgs
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Paul Clark, Level 2 Games Portfolio | pc4ectghac.blogspot.com Reviews

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Paul Clark, Level 2 Games Portfolio. Level Design Elements of a Real-Time Strategy Game. View my complete profile. Tuesday, 12 February 2008. Level Design Elements of a Real-Time Strategy Game. As seen there are a large amount of factors to consider in both the level design and game design of an RTS and ignoring any one of these could lead to be a fatal mistake for your game. Matt Pritchard, 2003, Postmortems from Game Developer: Ensemble's Age of Empire, CMP Books, p.63-73. End of GHAC, Start of L2GP.

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1

Paul Clark, Level 2 Games Portfolio: March 2007

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Paul Clark, Level 2 Games Portfolio. View my complete profile. Friday, 2 March 2007. Image 1, Asteroids Art; http:/ strategywiki.org). I guess the way I describe it is that I'm the father of Asteroids. Ed Logg is the mother of Asteroids, because he had to live with it for nine months and deliver a finished product. All I had to do was to provide a seed.". Its success had grown so large that video arcade owners frequently had to add larger coin boxes for all the money the machines would earn. Even in the ...

2

Paul Clark, Level 2 Games Portfolio: February 2007

http://pc4ectghac.blogspot.com/2007_02_01_archive.html

Paul Clark, Level 2 Games Portfolio. Retro vs Modern, How Do They Compare? View my complete profile. Thursday, 22 February 2007. When it was made? Arcade game, made by Atari released in 1979. The game was conceived by Lyle Rains. And programmed and designed by Ed Logg. What it hoped to achieve? What did it achieve? Atari’s biggest selling game of all time. Innovation of High Scores Tables. What has it influenced? What games were around at same time? How did it compare with other games at same time? Also ...

3

Paul Clark, Level 2 Games Portfolio: April 2007

http://pc4ectghac.blogspot.com/2007_04_01_archive.html

Paul Clark, Level 2 Games Portfolio. Level up: You are now a gamer. Risk compared to RTS. MUDs, MUSHes, MOOs and MMOs. View my complete profile. Monday, 30 April 2007. Level up: You are now a gamer. Games that fuse together a combination of genres are not a new phenomenon, from Planetside which put an FPS within the usual MMO realm of an RPG; Darkwatch which added RPG elements to the tried and tested FPS genre; as well as Savage which blended RTS, RPG and FPS seamlessly into one game. Risk compared to RTS.

4

Paul Clark, Level 2 Games Portfolio: February 2008

http://pc4ectghac.blogspot.com/2008_02_01_archive.html

Paul Clark, Level 2 Games Portfolio. Level Design Elements of a Real-Time Strategy Game. View my complete profile. Tuesday, 12 February 2008. Level Design Elements of a Real-Time Strategy Game. As seen there are a large amount of factors to consider in both the level design and game design of an RTS and ignoring any one of these could lead to be a fatal mistake for your game. Matt Pritchard, 2003, Postmortems from Game Developer: Ensemble's Age of Empire, CMP Books, p.63-73. End of GHAC, Start of L2GP.

5

Paul Clark, Level 2 Games Portfolio: Risk compared to RTS

http://pc4ectghac.blogspot.com/2007/04/risk-compared-to-rts.html

Paul Clark, Level 2 Games Portfolio. Level up: You are now a gamer. Risk compared to RTS. MUDs, MUSHes, MOOs and MMOs. View my complete profile. Monday, 30 April 2007. Risk compared to RTS. Comparing Risk and RTS games more closely, we can see:. Winning in both games is achieved through the annihilation of all enemies. Some RTS games differ in this area, such as Sid Meier’s Alpha Centauri which allowed the player to form alliances (generally at the cost of reputation with another faction).

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Paul Clark, Level 2 Games Portfolio

Paul Clark, Level 2 Games Portfolio. Level Design Elements of a Real-Time Strategy Game. View my complete profile. Tuesday, 12 February 2008. Level Design Elements of a Real-Time Strategy Game. As seen there are a large amount of factors to consider in both the level design and game design of an RTS and ignoring any one of these could lead to be a fatal mistake for your game. Matt Pritchard, 2003, Postmortems from Game Developer: Ensemble's Age of Empire, CMP Books, p.63-73. End of GHAC, Start of L2GP.

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