Lanny McNie

As the dev mgr, Lanny oversees the technical day-to-day details of production and makes sure things get out the door.

@astrostyle

Game Design and Life

I spend a lot of time thinking about video games, from concept to completion and then some. Whether making, playing or being involved with the community, there are a few things I have noticed that I’d like to share.

Game design is equal parts organic and structure, but the more time I spend with both the process and the end product, the more I realize that there are hidden, underlying core values in game design that closely resemble the six human needs. The more of these values/needs the game hits, the subjectively “better” the game is.

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Thoughts on Responsive “Art Direction”

In the creative community, there are discrepancies in how people use design-related lexicon. Terms like “Creative Direction”, “Asset Production”, and “Design” are often used interchangeably and inaccurately. It can be confusing.

“Art direction” in particular, means different things to different people, and there’s a recent trend in using this term to describe specific processes surrounding the production of scalable assets in responsive systems.

For example, according to the Google Developer’s documentation on responsive images:

“[c]hanging images based on device characteristics, also known as art direction can be accomplished using the picture element. The picture element defines a declarative solution for providing multiple versions of an image based on different characteristics, like device size, device resolution, orientation, and more”. – Google Developer Documentation.
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