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Articles on all aspects of Interactive Entertainment

Natural Funativity – A Gamasutra.com article on how humans evolved to like entertainment, important reading for anyone wanted to understand the appeal of all entertainment forms from sports to games to stories to gossip!

A Point of View - Interactive titles tend to use a different point of view than most linear media.  This article examines those points of view and suggests reasons why they work in their respective media. 

Five Stages of Interactive Writing - Writing for interactive can cause a lot of grief.  Here's a tried and true method to get over it.  First Online Publication

Fifty Ways Not To Get A Game Published - Some advice on mistakes you may wish to avoid.  From the Online CGDA Report

Interactive Show, Don't Tell - Other media have their basic rules of construction.  What are some of the rules for interactive design?  From the 1996 Computer Game Developers Conference talk

A Game Designer's Hollywood Survival Guide - Advice gleaned from years of working on the Game/Movie interface at LucasArts and Dreamworks.  From the CGDA Report.

Portrait of the Artists in a Young Industry - A personal reminiscence on the evolution of computer art in the game industry, published in Siggraph's Computer Graphics magazine's June 1998 issue.  Or read it on Siggraph's site here.

The Geeker Sex - Why aren't there more games out there for girls and women?  An attempt to refute some common answers to the question.   Slightly dated in light of recent companies like Purple Moon going after the market in an intelligent fashion!  From the CGDA Report.

Silicon Hollywood: A Status Report - What is the result of the much-vaunted alliance of Silicon Valley and Hollywood?  A report from the 1998 Computer Game Developers Conference.

Interactive Directing - Some basics on managing an interactive project.  Has a breakdown of the various roles on such projects which many have told me was of use to them.  From the 1994 CGDC, and a bit dated in costs of projects but otherwise useful.  A good intro for people new to the industry.

Collaboration in Design - A link to the article on the website of David Fox, my collaborator on the article (use Back to return here).

Completion Factors - What are the key factors that a publisher looks at to see if a game will be completed?  From GDC 2001 proceedings

 

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Last modified: March 18, 2006