Guiding The Player’s Eye

”Moving games into the third dimension introduced a new challenge for game designers: player-controlled perspective, and the host of problems associated with it. One of those problems is guiding the player’s eye. How can you direct them toward the next objective? How can you make them notice special events and clues? How can you ensure that they’re facing the right direction at the right time?”

Sivulla myös muita hyviä juttuja luettavaksi.

http://gangles.ca/2009/05/26/guiding-the-eye/
Archive: https://archive.is/6qGJm

The boy who stole Half-Life 2

From the archive: the story behind the $250m robbery.

”On 2nd October 2003, Valve Corporation director Gabe Newell awoke in the large American city of Seattle to find the source code for the game his company had been working on for almost five years had leaked onto the internet.

The game had been due for release a couple of weeks earlier but the development team was behind. 12 months behind. Half-Life 2 was going to be late, and Newell had yet to admit how late. Such a leak was not only financially threatening but deeply embarrassing. ”

The boy who stole Half-Life 2 • Eurogamer.net