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Tag: book

Risk Mitigation: Add more Details to Death Animation

22. January 202122. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I tried quickly if more details for death animation would […]

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Risk Mitigation: Test Primary and Secondary Weapon Switch

19. January 202121. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. The next idea I tried quickly to pitch was having […]

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Risk Mitigation: Test Bloodstain for Bullet Exit Wounds

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. In this blog article I tested bloodstain for exit wounds, […]

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Risk Mitigation: Test More Random for Shell Ejection

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I will play with the random factor for shell ejection, […]

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Risk Mitigation: Test Bigger Muzzles

31. December 202031. December 2020 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I will try different sizes of muzzles and add a […]

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Lens #16: The Lens of Risk Mitigation

25. December 202026. January 2021 Christian Liesch Leave a comment

The lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links int this article I will get a small commission for that. First of all, this lens is about figuring out the worst-case scenarios, what could go […]

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Lens #15: The Lens of the Eight Filters

29. October 202012. November 2020 Christian Liesch 2 Comments

for the feedback.The lens #15, the lens of the eight filters from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy this book through this link I will get a small commission for that. This lens is one of those which I have to evolve as not everything […]

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Lens #14: The Lens of the Problem Statement

15. October 202022. October 2020 Christian Liesch Leave a comment

The lens #14, the lens of the problem statement from The Art of Game Design: A Book of Lenses written by Jesse Schell. Design is about solving problems, but if you don’t know what problem you solve then it is pretty hard to design something, it’s like designing in a vacuum. This lens can be […]

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Lens #13: The Lens of Infinite Inspiration

6. October 202022. October 2020 Christian Liesch Leave a comment

The lens #13, the lense of infinite inspiration from The Art of Game Design: A Book of Lenses written by Jesse Schell. The core of this lens is to look everywhere else than to other games. What experience in my life would I like to share with others? In what small way can I capture […]

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Lens #10: The Lens of Holographic Design

3. September 202022. October 2020 Christian Liesch Leave a comment

The next lens I want to look through on our game All Fucked Up is the lens of holographic design from the book The Art of Game Design: A Book of Lenses written by Jesse Schell. This lens is about seeing the four elements (Aestetics, Story, Technology, and Mechanics) and the player experience in a […]

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