Monday, March 23, 2009

Interaction Design in Half Life 2: Episode 1



This article contained some interesting commentary on the design decisions that were involved in making Half Life 2: Episode 1 as well as an exploration of the way these decisions were disguised. This is coming from a story-telling or cinematic perspective that is typical of Valve's game design philosophy. Graphic design also often has story telling elements and this is dealing mostly with the development of the game and the conveying of ideas (show don't tell), so it's scope of usefulness includes the design discipline as well.

Half Life 2: Episode 1 Review on The Ant Nest

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