Writing
Gameplay-Driven Storytelling in MMOs
The following essay was written for Jesse Schell’s Game Design class during Spring 2009 at Carnegie Mellon’s Entertainment Technology Center.
I wrote this essay in response to a lecture Chris Klug gave at the ETC regarding the Stargate MMO he was helping to design. The MMO has since been canceled due to lack of funding.
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Gameplay – a Forgotten Storytelling Device
The following essay was written for Jesse Schell’s Game Design class during Spring 2009 at Carnegie Mellon’s Entertainment Technology Center.
This essay is primarily focused on extolling the virtues of gameplay-driven storytelling through a brief discussion on why it is important, what videogames utilize this technique effectively, and how we could potentially make the story-telling mechanics they use, even more effective.
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Should We Always Build Games for the Players?
The following essay was written for Jesse Schell’s Game Design class during Spring 2009 at Carnegie Mellon’s Entertainment Technology Center.
This essay is primarily focused on exploring the question of whether we should always build games for players in mind and it was inspired by a semi-famou,humorous essay written by Ernest Adams.
Game Design Toolbox
I have created my own Game Design Toolbox as part of Jesse Schell’s Game Design class at Carnegie Mellon’s Entertainment Technology Center. The main purpose of the toolbox is to record every single game I have ever played, the year it was released, the platform I used, how old I was when I played it, and a statement concerning both an impression I got from the game (can be any memory really) and a specific game mechanic it used in an interesting manner.
Game Design Test – Question 5
I interviewed with a game developer a couple years ago and part of their hiring process involved answering five different game design questions within a six hour time limit. I feel that some of my answers to these questions help demonstrate my thoughts on game design, creativity, and my ability to create meaningful content in a short amount of time. Since I am posting my response as it was submitted for the test, it contains some spelling and grammatical errors.
The question involves creating a long RPG campaign for a single-player game that focuses on developing innovative and non-reoccurring missions throughout the experience.
Game Design Test – Question 1
I interviewed with a game developer a couple years ago and, as part of their hiring process, I answered five different game design questions within a six hour time limit. I feel that some of my answers to these questions help demonstrate my thoughts on game design, creativity, and my ability to create meaningful content in a short amount of time. Since I am posting my response as it was submitted for the test, it contains some spelling and grammatical errors.
This post contains the first question and answer for the the test which focused on designing a boss fight for an 1920’s crime RPG MMO game that uses guns and vehicles.
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