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Brett Johnson - Game Design | |||||||||||||||
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- Game development has afforded me the unique opportunity to exercise my passions for architecture, psychology, and engineering. It is truly a blessing to be able to work with some of the most creative and talented people on the planet.-
UPDATES:
08.30.2007 - Long time since my last update.
-Back in March I joined Sony to work on The Agency. My main focus has been on PVP scenarios although I've been working in other areas lately. Great team, awesome project. Nuff' said.
-Around May I began studying electronics with the intent to design and build my own tube amplifiers for guitar. I recently just finished my first build. Its a single ended, 12AX7 driven amp that sounds fantastic. An amazing learning experience all the way. Everything from making my own turret board to forming the chassis on a brake. Expect more on this topic in the future. This is just the beginning.
Check it out pic#1, pic#2, pic#3
02.11.2007 - New Source Runner video clips!
02.10.2007 - Currently working on a mini "trailer" for Source Runner. While somewhat visually rough, as prototypes can be, I find that creating presentations/trailers can inspire and add focus to the project vision.
-Added new screenshot to the Source Runner page. Area_#0371.
* Warning: not for the faint of heart.
02.01.2007 - 2021: Source Runner is a design endeavor that I've exploring over the past year or so. The insight and knowledge gained by working on this design has proven to be both exciting and very rewarding. Drop on by and have a look!
10.18.2006 - Ok, this is a rather large update: Everything from Performances to Prototypes, and my new favorite word; Proprioception.
- Recently wrapped up work on Supreme Commander and Throne of Agony and onto a new, unannounced project.
- Prototyping: The past several months have been filled by non-stop prototyping efforts. As designers, its important that we represent our ideas as clearly as possible; with whatever tools we can get our hands on. This not only takes the load off of artists and engineers, but ultimately helps develop/refine an idea and communicate it more effectively to the team.
- Proprioception: An interesting word that could have major implication on how we design Next Generation games. As somewhat of a gross oversimplification; imagine approaching design strictly from the controller and the way it feels. Try picking up a controller and feel out some natural or fun movements. Now design creatures, levels, etc to support that feel. Stand by for more on this topic...
- Haven't had much time to teach lately but I do make time for people who really want to learn.
My teaching site can be found here:
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-Brett
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