Author Archives: Gleb Krasnianski

About Gleb Krasnianski

2016 Game Design

How my rulebook for a board game would look like.

The latest assignment that we have been working on in our course was to create a board game. This task, naturally, included the production of some sort of manual for the players to be able to play without an instructor.
Now, when it comes to writing the rules, I remember this part as being the weakest point of our blitz-workshops during the first year. And after I checked some manuals written by other groups for our current project, I felt happy […]

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Program: Game Design

How my rulebook for a board game would look like.

The latest assignment that we have been working on in our course was to create a board game. This task, naturally, included the production of some sort of manual for the players to be able to play without an instructor.
Now, when it comes to writing the rules, I remember this part as being the weakest point of our blitz-workshops during the first year. And after I checked some manuals written by other groups for our current project, I felt happy […]

/ Comments Off on How my rulebook for a board game would look like.
Program: Game Design

City builders: Zeus/Poseidon

During this summer I only had the access to my laptop for most of the time. Unfortunately, it’s too much of a toaster to play any serious games for too long, so instead, I played some of my guilty pleasure games from the days bygone. Since the guilty pleasure I picked for my summer activity were old city building games, I decided to take some nice screenshots and write a couple of blog posts about these games.
So, to start this […]

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Program: Game Design

City builders: Zeus/Poseidon

During this summer I only had the access to my laptop for most of the time. Unfortunately, it’s too much of a toaster to play any serious games for too long, so instead, I played some of my guilty pleasure games from the days bygone. Since the guilty pleasure I picked for my summer activity were old city building games, I decided to take some nice screenshots and write a couple of blog posts about these games.
So, to start this […]

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Program: Game Design

What Knytt Stories taught me.

Finally, back to the blog after a scandalous amount of procrastinating…

Our first assignment of the year was to build a level in a game called Knytt Stories. It’s a platformer game with a minimum amount of mechanics that is easy to grasp and play. This game also has a very simple though limited level editor that the students were required to use for the construction of the level. The assignment itself stated that we had to convey a dramatic narrative […]

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Program: Game Design

What Knytt Stories taught me.

Finally, back to the blog after a scandalous amount of procrastinating…

Our first assignment of the year was to build a level in a game called Knytt Stories. It’s a platformer game with a minimum amount of mechanics that is easy to grasp and play. This game also has a very simple though limited level editor that the students were required to use for the construction of the level. The assignment itself stated that we had to convey a dramatic narrative […]

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Program: Game Design

1-year milestone. Finish line.

Since this blog series is supposed to be a map of things that I want to take away with me and perhaps refer to at a later point in life, I should tell about the most interesting thing that happened to me. What pushes a first-year student to write an extensive Post Mortem of a whole year of studies­? No, it’s not an iron discipline or a desire to be productive 24/7. I could be doing other things or not […]

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Program: Game Design

1-year milestone. Finish line.

Since this blog series is supposed to be a map of things that I want to take away with me and perhaps refer to at a later point in life, I should tell about the most interesting thing that happened to me. What pushes a first-year student to write an extensive Post Mortem of a whole year of studies­? No, it’s not an iron discipline or a desire to be productive 24/7. I could be doing other things or not […]

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Program: Game Design

1-year milestone. Part 3.5: My beef with artist/codes/producers

This is the second to last thing I want to write about. All the complaints I can think of about the other team members and their line of work.
My “head count” so far:
A luxurious number of artists: 5 different artists with their skills ranging from high to low.
2 Programmers who both were brilliant.
2 producers who together can be considered as much as 0,8 producers. It’s was a complicated situation. One of the producers hated this line of work, we were […]

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Program: Game Design

1-year milestone. Part 3.5: My beef with artist/codes/producers

This is the second to last thing I want to write about. All the complaints I can think of about the other team members and their line of work.
My “head count” so far:
A luxurious number of artists: 5 different artists with their skills ranging from high to low.
2 Programmers who both were brilliant.
2 producers who together can be considered as much as 0,8 producers. It’s was a complicated situation. One of the producers hated this line of work, we were […]

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Program: Game Design

1-year milestone. Part 3.4 How I thought MDA was useless to me.

MDA stands for Mechanics-Dynamic-Aesthetics. You can read a short paper that introduced MDA as a framework term here: http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf.
It has been a year since I was first shown this picture and told about MDA.

And only during my summer of the reflecting bonanza have I started to come to some terms with it. Still, I have my own interpretation of MDA. And I can say that during the year of development I have never thought of MDA actively while developing. […]

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Program: Game Design

1-year milestone. Part 3.4 How I thought MDA was useless to me.

MDA stands for Mechanics-Dynamic-Aesthetics. You can read a short paper that introduced MDA as a framework term here: http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf.
It has been a year since I was first shown this picture and told about MDA.

And only during my summer of the reflecting bonanza have I started to come to some terms with it. Still, I have my own interpretation of MDA. And I can say that during the year of development I have never thought of MDA actively while developing. […]

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Program: Game Design

1-year milestone. Part 3.3: my two cents on the topic of design.

In part 3.2 I tried to explain the role the game designer. But it is also true that while some of us are always game designers, while some of us are occasionally game designers, all of us are just designers at all times (in game development). If the sense of design is just the ability to recognize and create a pattern (my interpretation) then this is a common human trait and even more so in people who are artists. By […]

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Program: Game Design

1-year milestone. Part 3.3: my two cents on the topic of design.

In part 3.2 I tried to explain the role the game designer. But it is also true that while some of us are always game designers, while some of us are occasionally game designers, all of us are just designers at all times (in game development). If the sense of design is just the ability to recognize and create a pattern (my interpretation) then this is a common human trait and even more so in people who are artists. By […]

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Program: Game Design

1-year milestone. Part 3.2: But aren’t we all game designers? Yes and no, most of the time – no.

Here it comes, the most interesting part of my monologue. The question of who are the game designers to me and why most of us, students, aren’t game designers when we are working in a group. As I have already pointed out, game designers as a title were avoided like the plague in the descriptions of the courses. Furthermore, all branches are called Game Design. Yet the role of a game designer is a specific role in the group.
So, are […]

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Program: Game Design

1-year milestone. Part 3.2: But aren’t we all game designers? Yes and no, most of the time – no.

Here it comes, the most interesting part of my monologue. The question of who are the game designers to me and why most of us, students, aren’t game designers when we are working in a group. As I have already pointed out, game designers as a title were avoided like the plague in the descriptions of the courses. Furthermore, all branches are called Game Design. Yet the role of a game designer is a specific role in the group.
So, are […]

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Program: Game Design

1-year milestone. Part 3.1: Why did game designers get robbed of their title?

1-milestone. Part 3.1: Why were the game designers robbed of their title?
Finally, the part of this blog that I looked forward to most. And while I thought to start this part of discussing the game designers a bit differently, the fates decided otherwise.  Someone might have mentioned this in our designer class discussions, but I have no memory of this. Perhaps I will make a fool out of myself, but I feel that this is an important observation which needs […]

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Program: Game Design

1-year milestone. Part 3.1: Why did game designers get robbed of their title?

1-milestone. Part 3.1: Why were the game designers robbed of their title?
Finally, the part of this blog that I looked forward to most. And while I thought to start this part of discussing the game designers a bit differently, the fates decided otherwise.  Someone might have mentioned this in our designer class discussions, but I have no memory of this. Perhaps I will make a fool out of myself, but I feel that this is an important observation which needs […]

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Program: Game Design

1-year milestone. Part 2.5: After the project ends.

This is a small post with only a couple of thoughts that I had a hard time placing anywhere else specifically. I decided to just make a separate post for them because I associate them with the end of a production cycle. If there are things that you get to experience or notice when you ended a project, then please share!
 
Over-burn and the price you pay. There are many talented individuals who do other things besides studying game development. And […]

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Program: Game Design

1-year milestone. Part 2.5: After the project ends.

This is a small post with only a couple of thoughts that I had a hard time placing anywhere else specifically. I decided to just make a separate post for them because I associate them with the end of a production cycle. If there are things that you get to experience or notice when you ended a project, then please share!
 
Over-burn and the price you pay. There are many talented individuals who do other things besides studying game development. And […]

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Program: Game Design

1-year milestone. Part 2.4 Imposter syndrome or an imposter?

You probably have heard of a saying “Fake it till you make it”. This saying is about something called Imposter Syndrome.
Here is a wiki link for a quick reference: https://en.wikipedia.org/wiki/Impostor_syndrome
I also remember this expression sticking with me after a certain TED talk, so go check it out too, if you haven’t seen it:
https://www.ted.com/talks/amy_cuddy_your_body_language_shapes_who_you_are
If you are too lazy to deal with any of this, then here is the bottom line – when you deliver what is expected of you, […]

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Program: Game Design

1-year milestone. Part 2.4 Imposter syndrome or an imposter?

You probably have heard of a saying “Fake it till you make it”. This saying is about something called Imposter Syndrome.
Here is a wiki link for a quick reference: https://en.wikipedia.org/wiki/Impostor_syndrome
I also remember this expression sticking with me after a certain TED talk, so go check it out too, if you haven’t seen it:
https://www.ted.com/talks/amy_cuddy_your_body_language_shapes_who_you_are
If you are too lazy to deal with any of this, then here is the bottom line – when you deliver what is expected of you, […]

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Program: Game Design

1-year milestone. Part 2.3: Causes of the group disharmony.

So, what is the point of this section? I know that the motto of our education is “Fail fast and fail a lot”. But I personally prefer fair warnings about where I might fail so that may I pay attention to these queues, rather than stumble blindly around in the darkness. A lot of these things, if not all, can be predicted and foreseen. So instead of failing at the basic stuff, I would have preferred to avoid the potentially […]

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Program: Game Design

1-year milestone. Part 2.3: Causes of the group disharmony.

So, what is the point of this section? I know that the motto of our education is “Fail fast and fail a lot”. But I personally prefer fair warnings about where I might fail so that may I pay attention to these queues, rather than stumble blindly around in the darkness. A lot of these things, if not all, can be predicted and foreseen. So instead of failing at the basic stuff, I would have preferred to avoid the potentially […]

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Program: Game Design