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This is Graham's personal blog about game design, generative art, and whatever other interesting things grab his attention.

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Entries from February 1, 2012 - February 29, 2012

Saturday
Feb182012

Picking on Zombie Minesweeper

Here's a talk I gave at Full Indie almost a year ago, just after Zombie Minesweeper was released on Kongregate.

I talk about:

 

  1. Keeping the game fun and playable at all times -- possibly the pinnacle of iterative design.
  2. Different task-tracking methods for different parts of the production.
  3. A simple insight into procedural content.

 

Here is the powerpoint. (Make sure you have the Note panel showing.)

Not the greatest bit of public speaking I've ever done, but hey, it's a thing!