GameSetNetwork: Best Of The Week
Rounding up the last seven days a tad later than normal, it's time to recap the top full-length features and news of the past week on big sister site Gamasutra, plus extra features and Game Design Challenge goodness from fellow edu site GameCareerGuide.
This time, there's a couple of neat interviews - with the folks at Splash Damage and Disney's game boss - as well as some nice graphs of game mechanics, how to use Wikis in game design, the possibility of public safety games, and rather more things besides.
Here we go:
Thinking Brink: Splash Damage's Console Evolution
"UK-based Quake Wars developer Splash Damage is making a play onto consoles with the Bethesda-published Brink, which tries completely seamless transitions between singleplayer, multiplayer and co-op while playing. Gamasutra talks to senior game designer Edward Stern about the company's plans and philosophy."
Learning the Ways of the Game Development Wiki
"Game design veteran Ryan (Fracture) looks at the Wiki as a game design and development tool, asking -- is it the right tool to use to document game creation, and what are the pros and cons of using it to store design information about larger-scale games?"
Anatomy of a Game Mechanic
"Game design veteran Sigman presents a detailed look at how game mechanics can be represented visually -- and what we can learn about how to make great video games thanks to such alluring graphs."
Persuasive Games: This Is Only A Drill
"In his new Gamasutra column, writer and game designer Ian Bogost asks -- why can't the power of games be used to help retain information in public safety drills, for example replacing the air safety videos that many travelers barely listen to?"
The Mouse That Gamed: Graham Hopper Talks Disney's Video Game Strategy
"Disney Interactive president Graham Hopper is pursuing a broad array of avenues, and here he discusses the careful approach the company's numerous gaming brands."
The Indie Process
"IGF competitor and USC student Michael Silverman examines several different ways that different academic programs approach the process of prototyping games."








