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Developer Blog
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Micro and Macro Education in Career ExplorerTue 09 Mar 2010 - 05:43PM by Dan Norton
What if a game's educational objectives are about exploring rather than formally assessing? What if a game is designed to help a player form an opinion rather than be told an answer? From Big to LittleFri 29 Jan 2010 - 10:50AM by Dan Norton
Some of you who are familiar with our projects on the website may notice similarities between Argument Wars and the Guardian of Law project. Man, you guys don't miss a trick! This is not a coincidence. Argument Wars is actually a mini-game experience originally designed to be embedded in the Guardian of Law game.
Digital CarvingMon 19 Oct 2009 - 08:10AM by Fiona Zimmer
It was late spring, 2006. The Dans and I were discussing the user interface for the United Sugpiaq Alutiiq game prototype: "We want it to look hand-carved, but not primitive. It should look tangible." The prototype's premise was unique not only from a design standpoint, but a philosophical standpoint as well. Doc Structure is Half the BattleThu 03 Sep 2009 - 10:16AM by Dan Norton
Cosmos Chaos was one of Filament's first projects. We were hired by partners PREL and Aloha Island to offer our expertise, but the actual knowledge exchange among Filament, PREL and AI was happily a two-way street. Or, I suppose, a three-way street...or maybe it was three two-way streets. I'll diagram it later. ANYWAY...
Changing Clothes in 30 SecondsWed 05 Aug 2009 - 05:51PM by Rick Horton
This Dev Blog post covers a couple techniques we are using in Do I Have a Right? to make certain art tasks easier to handle. Backstory C1 With a TwistFri 24 Jul 2009 - 03:16PM by Spencer Evans
There are many different ways to display a curve in modern computer graphics. The most common method uses some type of Cubic Hermite Spline approximation.
Space Chickens!Fri 17 Jul 2009 - 09:31AM by Fiona Zimmer
Every once in a while a game comes along that is a true delight to work on; a game with a good concept that's loose enough to give the artist a lot of leeway and yet still interesting enough to carry intelligent themes and learning; a game like...Space Rustlers! Inquiry & EngagementThu 16 Jul 2009 - 02:04PM by Dan Norton
Citizen Science is still early in the design phase, but has already yielded a lot of interesting design questions. Luckily, Matt Gaydos (our design intern for the project) has been on the job of providing answers. I just sit back in a lawn chair and ponder clever criticisms to keep him moving. Argumentation in Guardian of LawWed 20 May 2009 - 03:55PM by Dan Norton
One of our earliest challenges in designing Guardian of Law was the courtroom. We'd of course played Phoenix Wright, and seen Judge Judy, but trying to make a functional game that could teach something about legal argumentation seemed like something far, far away.
Isometric SortingThu 21 May 2009 - 03:54PM by Alex Stone
Sorting refers to the idea that certain objects get rendered in front of others in order to create the illusion of depth. Sorting objects in an isometric 3D engine is one of those pesky tasks that is taken for granted when it works like it's supposed to but sticks out like a sore thumb when it doesn't. |
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