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How tsumea dodged the bullet that killed PALGN

Submitted by souri on Thu, 09/02/2012 - 12:07am
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PALGN, an Australian based gaming news / community website established in 2003 is apparently in the shitter. A lack of transparency, communication, and any real action from PALGN's new owner to fix the site's long standing technical problems has meant that PALGN's passionate team of volunteer editors have walked off, never to return. There will be no more articles, news updates, or reviews from them after Friday (today), and it's a damn shame because it shouldn't have ended this way.

Same Skills - Different Industry

Submitted by gsuttor on Sat, 21/01/2012 - 9:45pm
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It was five months ago that THQ Studio Australia shut its doors and I've been keeping my eye on the usual social internet hotspots to see where people have gone. The first lot I noticed were those with the motivation and ability to go where ever the games work was, mostly Canada, one to Singapore (maybe more?) some back to their countries of origin (UK, US), some to other cities around Australia.

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After a month on hiatus, due to exams, I've created a new episode of Designer's Playbook. In this episode I focus on Halo: CE Anniversary.

The key topics I look at in this episode are:
- Joseph Campbell's The Hero's Journey.
- Its application to the story structure of Halo: CE Anniversary.

I hope you enjoy the show and feedback is always appreciated. YouTube link: http://youtu.be/6PGj8BDwTuE

Designer's Playbook: ilomilo -- Game Design Analysis

Submitted by Dominic-1GR on Wed, 05/10/2011 - 9:23am
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In this episode of Designer's Playbook I focus on the XBLA game ilomilo.

The key topics I look at in this episode are:
- Disproportionate feedback and its use in puzzle games.
- Building brands with games and the impact of it.
- The use of repetition to create catchy melodies.

New episodes on the 1st of each month.

I hope you enjoy the show and feedback is always appreciated. YouTube link: http://youtu.be/r7UlXvB_rFY

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In this episode of Designer's Playbook I focus on Dragon Age 2.

The key topics I look at in this episode are:
- Pattern recognition and its impact on user interfaces
- Mechanical Chaos in combat
- Habituation and its effect on repeated environments

If you have any comments or topics you'd like to see me investigate in future episodes please let me know.

Lastly, I will be releasing a new episode on the 1st of each month as fortnightly releases proved to be a little too ambitious with my study load.

Bunbun.com.au has a new look!

Submitted by BunBun3D on Sat, 10/09/2011 - 5:14pm
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Check out our new look at Bunbun.com.au!

Designer's Playbook: L.A. Noire (Game Design Analysis)

Submitted by Dominic-1GR on Mon, 05/09/2011 - 4:31pm
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Helping to fill the void and explore the medium.

Designer's Playbook is a new video series I have been working on in the last few months. The inspiration for the series came from my love of psychology, which I studied for 2 years at QUT prior to my current degree, and the limited amount of game design analysis I could find particularly in video form on YouTube.

An Australian [game studio] Story

Submitted by gsuttor on Mon, 29/08/2011 - 12:49pm
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At the closing of the Studio doors on Wednesday 10th August 2011, I had been with THQ Studio Australia since the very beginning.

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In BittersBBB Episode 002, we look at Bioware’s Mass Effect 2 to discover how Core game Elements are Introduced at the outset of the game.

BittersBBB is my somewhat new project where I aim to analyse/deconstruct a game along the lines of a specific topic of discussion. As a hopeful game developer/designer, a common theme made in the many "So you want a job as a game developer?" articles that exist is that you obviously need to play games to understand more about them. BittersBBB, as a video series, attempts to highlight a part of a game for you to learn from.

Looking for a Developer

Submitted by Atlanta T on Sat, 12/03/2011 - 10:37am
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Hi,

I am a Producer and Content Creator and am looking App Developer to create a Plants Vs. Zombies-type App.

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