Category Archives: Game Design

Assassin’s Creed III – Father and Son

The series of Assassin’s Creed III mission analysis continues. Today I’m going to look at Mission 2 of Sequence 9 – Father and Son.

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Assassin’s Creed III – Chasing Lee (and Parkour Mechanics Analysis)

Hi, guys. Today, I’m going to talk about Mission 2 of Sequence 12 – Chasing Lee. And just in general about how to design an engaging chase parkour sequence with Assassin’s Creed III mechanics. Spoilers.

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Assassin’s Creed III – The Tea Party

And I’m back with some more Assassin’s Creed III Mission Design analysis. This time, we’re looking at Mission 3 of Sequence 6 – The Tea Party.

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Assassin’s Creed III – Lexington and Concord

Continuing the series of Assassin’s Creed III Level Design Analysis. Thanks to the members of UbiSoft forums for all the positive (as well as critical) feedback I’ve got! This time, we’re looking at Mission 2 of Sequence 7, Lexington and Concord.

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Assassin’s Creed III – Public Execution

Continuing the thoughts about Assassin’s Creed III levels. This time, it’s Mission 3 of Sequence 8 – Public Execution. Once again, spoilers in this post.

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Assassin’s Creed III – Battle of Bunker Hill

Anybody who knows me will tell you that I love Assassin’s Creed. And that’s true. Assassin’s Creed III is no exception. I thoroughly enjoyed that game. However, that doesn’t mean I think it’s without flaws. And the biggest flaws of Assassin’s Creed III, in my opinion, lie in the direction of mission design. A lot of times it’s really restrictive, and doesn’t use the full array of Assassin’s Creed III mechanics. Don’t get me wrong, I don’t find the missions to be bad per se. I was having a blast playing them during my first playthrough. But replaying them, due to their more linear nature all across the board… was less enjoyable. So I decided to start a little series, analyzing different missions from Assassin’s Creed III and how I think they could be improved. The first one is Mission 4 of Sequence 7 – Battle of Bunker Hill (yeah, I’m not going to do this in chronological order). Possible spoilers, just in case.

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Combat System – First Prototype

A quick note about the Unity prototype I said I’ve been working on – I ditched it. Didn’t like the results and where it was going. It was very movement-centric, while I want something much more combat-centric, our character having a sword and all. So, today, using Love2D (a cool free 2D engine), I quickly wrote the first prototype of the combat system for ‘The Game’ (no name yet).

Combat Prototype
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Setting Out to Create a New Game

Since I graduated from VFS, my usual day schedule mostly consisted of: a) searching for open job positions and sending out resumes; b) playing games; c) experimenting with different tools (but nothing concrete). And while the schedule still will have those three things in it for a while, today I woke up with a thought, ‘It is time to make a game!’ There was only one question: what game? It had to be in scope, I don’t want to start making the ‘Game of the Century’ right now… And then I remembered the back side of my business card, which has a very cool depiction of a warrior fighting a dragon.

Business Card
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On Quantity vs. Quality

I love RPGs. But, if there is one thing that most RPGs have in common, it’s that 95% of player equipment is totally… useless. There’s a selling point on the back of the boxes of many RPGs: ‘150 weapons! 70 armor sets! Lots of everything!’ And this is a strange thing, because people always agree that quality beats quantity, and yet we constantly see the opposite when it comes to items in RPGs. In this post, I’m going to elaborate on why this bothers me and what I consider to be more preferable.

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