Design

Metal Gear Solid: an Example of What Game Design Should Be

"Metal Gear Solid: an Example of What Game Design Should Be"

by Eilene Hao

Winter 2002

Playgrounds for the Digital Age: Super Mario 64 and the Emerging Identity of Videogames as an Immersive Medium

"Playgrounds for the Digital Age: Super Mario 64 and the Emerging Identity of Videogames as an Immersive Medium"

by Doug Wilson

Winter 2003

Sid Meier’s Case History

"Sid Meier’s Case History: An exploration of the history of narcissistic titles of video games"

by Daniel Salinas

Winter 2004

Pioneering Computer Toys

"Pioneering Computer Toys  -A New Way to Play"

by Dave Gustafson

Winter 2004
 

The Philosophy of the Sims

"The Philosophy of the Sims"

by David Chan

Winter 2003

LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island

"LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island"

by Cameron Warren

Winter 2003

The Secret to Miyamoto’s success: An analysis of his early achievements and setbacks

"The Secret to Miyamoto’s success: An analysis of his early achievements and setbacks"

by Charlie Stockman

Winter 2004

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