Here's the first post for Controller Throw. My aim is to post thoughts about game design, the games industry, and some other crap.
A little about me... I have a degree from the University of Michigan in computer engineering. God that sounds so fucking pretentious... but it's the truth and I don't think I'm better than people that never went to school. Some of the smartest people I know didn't even finish high school.
I worked at Outrage Games on Rubu Tribe and Alter Echo, two games you've probably never heard of... I'm sure that part of that has to do with the fact that one of these titles never actually shipped. After the company folded (R.I.P.) I went to Wisconsin and did a very brief stint at Raven Software on X-Men Legends. Those guys are rad as hell and it was an awesome place to work, but I was offered a chance to move to San Francisco and work with Tim Schafer at Double Fine. So I grabbed it because... umm... hello? Day of the Tentacle? Full Throttle? Grim Fandango? Etc? I helped ship Psychonauts and now I've switched into the design crew here for our new title, which I can't tell you about for a while. If you ask about it I'm going to cut your face, because I'm from the suburbs of Detroit. That's how we roll.
Enough of that.
There are two kinds of game design blogs that I'm going to try to avoid being like. If you've ever read game design blogs from the internets you've probably encountered one or the other of these:
1) The blog from the kid who just graduated from Game Design College and has never shipped a game before. He's got a lot of big ideas but he has no idea how this fucking industry works... but oh man... he's played so many games and if they would only listen to him for just a second.
2) The blog from the arrogant asshole game designer who thinks that he's got this game design thing all figured out. He never misses an opportunity to point out why game X sucks and why he, like, totally knows how to fix it. He's also probably working on some industry changing idea... and it's probably related to Interactive Storytelling.
If I can avoid this kind of pretentious asshattery then I'll be a very happy person. If I can't, well... you can punch me in the face if you like. But beware... because... you know... that face-cutting thing... it's real.
-Brad!
Subscribe to:
Post Comments (Atom)
2 comments:
FIRST POST!
Anyway, nice first post. I'm looking forward to reading your thoughts on design and the industry in general in blog format. I've really liked all the conversations we've had on the subject and it'll be nice to have them all gathered here.
Hope you keep it updated
I think you should have named it "Hedal Plox" but that's just my personal opinion.
I don't know anything about game design, I only know how to pwn nubs, and all of your talk of design will probably just confuse my troglodyte like gaming mind, but I will read occasionally because you are a merr, and merrs are pretty hype.
Post a Comment