Dragonsdoom's roots started as a hardcore gamer; playing hundreds of hours of Counter-strike, Baulder's Gate and Sim-style games for years. Even as he played such games, he was fascinated with the concept of 'Level Editors', creating many small levels for such games as Sim City, Age of Empires and Stronghold. He eventually experimented with further design concepts such as GUI style mods in Age of Empires. After a time, he decided to become a developer himself, to be more than a consumer amongst the horde and give back to the community. He learned true 3d level design by starting on the Source engine, and is currently learning how to do do every aspect of game development in the hopes of starting his own indie company with some college pals.
Posted by Dragonsdoom on May 11th, 2010
Hey, it looks like I have a deviantArt now for my non-asset work. If you are into that sort of thing why not check me out over there and leave some feedback?
Here's the link:
Oh, and I've learned a bit of C# over the spring semester and I am planning on making some games with it over the summer. Stay tuned for more info on that.
I went to the Triangle Game Conference a while back and got to attend a presentation by John Zuur Platten. Remember how I was getting ticked off at the whole games as art shenanigans last blog post? Well, Platten presented a excellent speech that really vibed with me on that subject. The gist? Games are works of craftsmanship, not art. Good craftsmanship can be art, but is intended to serve another purpose first. Quality craftsmanship is objective and can be quantified, good art is subjective and cannot be quantified.
That, I think, is what the best works of art are developed from, and that is the argument I have always defended in the whole games as art debate.
The Escapist has a writeup here if you are interested in reading more about Mr. Platten's presentation: Escapistmagazine.com