UPDATE 12 April 2015: I originally created this post purely so that Google would notice and index the Zelda OOT article, to draw attention to a fantastic article on game design. Alas, the company and the website are gone again now; probably for good this time. So I’ve reworded this post and added Archive.org links.
Martin “GoldenEye And A Bit of Perfect Dark” Hollis once formed a company called Zoonami. They never released a game I was interested in (although Funkydilla, their proposed post-Amplitude/pre-Guitar Hero rhythm action game, sounded promising), but they had a website that was surprisingly useful in some unexpected ways.
For me the most informative thing on their site was definitely
The Making of GoldenEye, a transcript of a speech given by Martin Hollis about the creation of what is, as we all know, the greatest game ever made. (There are also a couple of other GoldenEye Making Ofs online, such as this 2011 one at NowGamer and one that was summarised by Rllmuk forumite Graham S. David Doak also made some interesting comments about it in Retro Gamer #6, July 2004.)
The Zoonami website was also home to this excellent analysis of the puzzle design in The Legend of Zelda: Ocarina of Time, by someone credited as G. Rees. (That author also seemed to have published this version on his website.) I always love reading good analyses of videogame level design, and that article is one of my favourites. Ever wondered just how complicated the Water Temple is that led to you getting stuck on it for so long? Now you know.
Other really good breakdowns of game level design that I’ve come across online:
Wednesday 22nd February 2012
Interesting blog post from Jaime Griesemer on the difference between a three-frame Halo melee attack and a four-frame melee attack.
Wednesday 22nd February 2012
Ever heard of that book that Martin Amis wrote about early ’80s arcade games, Invasion of the Space Invaders, and wondered what it was like? Here’s an article giving a fascinating summary of it.
Thursday 24th November 2011
For Rock Band’s fourth anniversary, Harmonix have uploaded some interesting behind the scenes information about the series’ development.
Here’s an interview about the production of the instrument peripherals, together with a video:
There’s also this more general video about the games’ development:
Probably the best Internet animation I’ve seen since Saturday Morning Watchmen a year ago.
Some very cartoony animation too… John K would approve! (Well, maybe. But come to think of it, probably not.)
Sunday 28th February 2010
Back in September 2009, The Wire finished being broadcast on terrestrial TV in the UK. I was finally free of Spoiler Fear and went on a post-series-internet-search-binge. Here are some of the interesting things I found, which I’ve been meaning to post here for months:
Tuesday 2nd February 2010
I quite liked these.
They’ll do to pass the time while Adam & Joe’s Song Wars is away. 🙂