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Micro and Macro Education in Career Explorer

Tue 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 Little

Fri 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 Carving

Mon 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 Battle

Thu 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 Seconds

Wed 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 Twist

Fri 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 & Engagement

Thu 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 Law

Wed 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 Sorting

Thu 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.