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Channel: Game Design – Marc ten Bosch [Miegakure] Blog
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A Toy Ball - Will Miegakure make me understand the fourth dimension?

I am working on a trailer (the first of many!), which will go deeper into the gameplay, as well as show off the new graphics (which you can really only appreciate in motion). In the meantime, I am...

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Unified Rules and Intrinsic Secrets

I am fascinated by the parallel between the player's experience and the scientific process. By playing with a system we get a feel for the rules that govern it. We build up this data on what is...

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The Moon

A friend of mine recently sent me this quote from J.C.R. Licklider (an important figure in computer science) from around 1969, talking about one of the first display of 3D on a screen: Sutherland's...

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Looking back (Do you think your conception of reality has changed from making...

(Here's another expanded transcript of part of the talk I gave at NYU) A question that people ask me once in while is: Do you think your conception of reality has changed from making this game? I find...

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Consistency Boundary: What makes a logically and mathematically consistent...

"The laws of the model's nature have to be logically and mathematically consistent with one another, but not with physics." -J.C.R. Licklider (see previous post) What makes a logically and...

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Nature as Designer (There was only one way to design Miegakure)

There are some games that are so simple, so pure, so fundamental that they feel like they were discovered, not invented. Go is a perfect example. Probably Tetris. If I were to get really good at a...

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Understanding Miegakure, and the 4D as Parallel Universes.

When looking across worlds the windmill appeared strange, its swift blades moving in and out of sight. I could hear their faint echo ripple through the dry desert air. There's something very...

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Abstraction Design

The Introduction to a talk I gave recently... Abstractions Creating an abstraction means to take a phenomenon or concept and reduce it to a simpler version by ignoring certain factors. We can then use...

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Talk: Exploring and Presenting a Game's Consequence-Space

I gave a talk at the PRACTICE game design conference at the NYU Game Center a couple months ago: I had meant to update the talk I gave at Indiecade in 2011, and talk more in depth about how I used...

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The World of Miegakure (+Concept Art!)

When I first started making Miegakure, my goal was for each puzzle to be about a cool consequence of being able to move in 4D. For example, entering a temple that is closed from all sides but not from...

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4D Toys: a box of four-dimensional toys

So I have been working on Miegakure for a long time now, and I have created and accumulated many cool 4D things of all sorts. I think it's about time that I share some of them, so... Surprise! Today I...

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