Category Archives: Game Design

Blogs on general aspects of game design.

New Wrack Interview!

As you may recall in our QuakeCon Wrap Up post, I had the pleasure of being interviewed by The Astringent Gaming Journal. I’m very pleased to announce that the interview is now available! In the interview, we discuss several topics, … Continue reading

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Creating Sound Effects For Wrack

There may be some of you who would be interested in how to create your own sound effects for Wrack.  I’ll tell you how I’ve done it so far in hopes it will help you. Brad has created a system … Continue reading

Posted in Game Design, Technology | 3 Comments

Resolving Color Issues

Some of you may have noticed something about the level shown at QuakeCon – it was really gray! This was never intentional, and is something we’ve worked on since then. The reason the level was so gray is because before … Continue reading

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Fun With Time Attack

As some of you who follow me on Twitter may be aware, I’m a fan of Mega Man 10. On Monday, some new downloadable content came out that I’ve been enjoying a lot – specifically, a new level that you … Continue reading

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Sometimes it’s better to start over

This past week I’ve been working on the second redone map for our publishing demo. It’s been coming along great, but along the way, I’ve hit a snag or two. A couple of areas… no matter what I tried, I … Continue reading

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Torchlight – Better than Doom!

… well, not exactly. But I had to get your attention somehow, right? If you follow me on Twitter, you may be aware that I recently picked up a new Diablo-like game called Torchlight (which was actually made by the … Continue reading

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The power of shadows

So I’ve been working on the first map of Vega’s QuakeCon demo, and have finally gotten to use one of the features implemented some time ago: shadows! Why am I bothering to write an entire new blog on shadows? Well, … Continue reading

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What makes a good FPS weapon?

So last week, Mechadon, The Doom Freak and I were discussing the weapons I had come up with in the design documents. After discussing some of their concerns over the weapons, as well as listening to their ideas, I began … Continue reading

Posted in Game Design | 12 Comments