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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. This is a clip of the Heider-Simmel animation. Playtesting, bug fixing, incorporating or giving feedback, and keeping an ever-watchful eye out for ludo-narrative dissonance.

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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

If you're familiar with some of Kristala's backstory and lore, you may already know that the general aesthetic for our rodent-like Kotakayans takes inspiration from a sort of mechanical, steampunk vibe, which you can definitely see in the weapons Nick designed below. Here are a few clips to show off some of these camera adjustments.

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Teleportation Mechanics

Grid Sage Games

Cogmind generally has fewer such direct escape options, but teleport mechanics are out there, if an advanced tech not usually available until the late game. As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. Controlled Teleporting?

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The Scrap Engine

Grid Sage Games

The entire mechanic revolves around a single new utility: the Scrap Engine. Although in both cases the results are indeed based on the inputs, the process is not deterministic, so it’s not a pure “crafting” mechanic in that sense. Construct-Related Mechanics. A new utility is born. Hm, fast and tanky?!

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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

The only examples of F2P shooters at scale were Korean (Crossfire) and Chinese (Assault Fire/Ni-Zhan), both focused on pay-to-win mechanics. When CoDO development started, there was barely any successful 3D free-to-play shooter in the west and free-to-play design as a whole was fairly unexplored outside of Facebook games.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely. L loss or often worse, since cops can exploit the same chain reaction mechanic as the player. So for example, instead of redeeming two men for a +3.0

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