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 | 0 comments

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 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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The Architecture of Half-Life 2 (Part 3)

Posted by on Oct 14, 2011 in The Architecture of Gaming | 1 comment

Prepare for unforeseen consequences in the third and final part of Ethan Sheaffer’s analysis of the level design in Half-Life 2.

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