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Retro

Pong and other early arcade games feel so primitive to us now in 2017. It seems intuitive to credit technological advances for the massive difference in complexity between the light arcade games of 35 years ago and the many more complex forms of video game we play today, but how much does technology really have to do with that shift? 703 more words

Problem Machine

Insight

The first lesson I was taught about drawing was: Don’t draw what you know to be there, draw what you see. We know the hand has four fingers and a thumb, but sometimes fingers hide behind each other, sometimes the thumb clutches into a fist. 381 more words

Problem Machine

Uncanny Valleys

It feels, now, so naive to believe that higher resolutions, faster framerates, and more polygons could ever lead to something which appears truly real. Every step we take toward making things look realer becomes a step into the uncanny valley: The more realistic the texture and motion, the faker the seams start to seem, unraveled at the edges. 349 more words

Problem Machine

Good Idea

One of the hardest lessons for me when it comes to art is that it’s not always possible to take a piece that is unsatisfactory and work on it for long enough to make it good. 523 more words

Problem Machine

Faceless

The mechanics of a game shape our perception of its characters. Samus, of the Metroid series, was perceived as stoic and resourceful, largely because the design of Metroid demanded resourcefulness of its players and had no real way to express personality or character. 550 more words

Problem Machine

Here and There

The scariest thing about art to me now is not the tyranny of the blank page, but the certainty when I begin that I have no real idea where I’m going. 478 more words

Problem Machine

Everending DevBlog, November 2016: Octopus

This post is a few days late, and there’s several reasons for that. I mean, first, I just forgot for a couple of days, but there’s actually a good reason too. 339 more words

Problem Machine