the artistry and psychology of gaming

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The Architecture of Gaming: Nintendovember Afterword

Posted by on Dec 11, 2011 in The Architecture of Gaming | 1 comment

Or: How the Hardware Limitations of the NES Influenced the Level Design in Several Classic Games.

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The Architecture of GoldenEye 007 and Perfect Dark

Posted by on Dec 4, 2011 in The Architecture of Gaming | 2 comments

Now that he’s been shaken (not stirred) out of his food coma, Ethan Sheaffer concludes Nintendovember (in December!) with a look at GoldenEye 007 and Perfect Dark, two titles that may not seem like innovative Nintendo games, but totally are.

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The Architecture of Metroid (The Early Years)

Posted by on Nov 20, 2011 in The Architecture of Gaming | 1 comment

In space, no one can hear you scream. But they can definitely hear you blasting the crap out of a bunch of Space Pirates. Nintendovember continues as Ethan Sheaffer analyzes the series that pioneered the Metroidvania subgenre. Betcha can’t guess what that series is.

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The Architecture of The Legend of Zelda (NES/SNES)

Posted by on Nov 13, 2011 in The Architecture of Gaming | 3 comments

With Skyward Sword’s release date quickly approaching, Ethan Sheaffer takes a look at the roots of the Legend of Zelda franchise, as Nintendovember continues.

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The Architecture of Super Mario Bros. (The NES Era)

Posted by on Nov 5, 2011 in The Architecture of Gaming | 1 comment

This month on The Architecture of Gaming, Ethan Sheaffer will be discussing Nintendo games that pioneered and popularized various genres or subgenres. Nintendovember kicks off with the games that refined the platformer genre: the Super Mario Bros. titles for the NES.

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The Architecture of Deus Ex

Posted by on Oct 22, 2011 in The Architecture of Gaming | 1 comment

It’s time to put on a trench coat and fight some conspiracies! This week Ethan Sheaffer shows that your vision doesn’t need to be augmented to see how great Deus Ex’s level design is.

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