Of watches and chronometers...
Posted by Dopass.com [HTML][XML][PERM][FULL] on 1 January 2009, 6:02 pm

Watch movement

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I love my job. I know it's something I say a lot which, considering that I can't talk a lot about what I do, might seem a little circumspect, but it's true -- I really do love my job. By trade, I'm a game designer. I design the systems, mechanics, lore, levels, enemies and worlds of the games I work on. This time around, however (much like my time on Auto Assault) my focus is primarily on content. I'm a lore master, at the coarsest end of the granularity scale, but that's not really what I do...

You see, all of that lore, all of those stories, they have to work for the game -- they have to enable or support the game play of the world I'm a part of making. Even little choices, like what each geographical area of a world will look like, is a game play choice -- the concerns of game play supersede any aesthetic concern one might have. In other words, I am not a writer or an artist. Nor am I just a "quest designer" or some sort of glorified implementer. No, the truth is, I'm actually more like a watch maker.

My tools range from the course -- the broad strokes of the words I use to weave a history to bring a world to the fictional point where our game play fits the context -- to the fine: To the tiny gears, springs and levers that make the smallest critter behave believable or the townsfolk of a world comment on their day as they go through it.

This all sounds like an ego trip, I'm sure, and I suppose in a way it is, but I'm mentioning all of this for a reason. Give me a chance to explain, and then you can tell me I'm vain. Smiling Read moreĀ»

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