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The problem with videogames that don’t trust their players

Imagine that you’ve started a new level in a game that sets the scene for endless opportunities. A new environment riddled with context clues that allow the player to consider their options on how to proceed—until an uninvited UI prompt coddles their decision-making and shatters the illusion of choice. This is the problem that Luis Antonio, creator of the upcoming Twelve Minutes, presents through his examination of the recently-released Hitman. His game is about creating a dynamic environment that responds to the player. The game is about a man who is trapped in a time loop of 12 minute intervals, where the…

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Inside the Kubrickian spaces of Twelve Minutes

Visual artist Luis Antonio’s been around. He used to work at a couple big name game companies (Rockstar and Ubisoft). But, feeling unfulfilled, he jumped ship to work on Jonathan Blow’s The Witness, a game that incidentally inspired him to learn programming and pursue his own personal project, Twelve Minutes. Twelve Minutes has been in development for around three years, but until now, was merely a passion project, a side activity. But now, that’s all changed: as Antonio’s announced that development of Twelve Minutes has achieved funding, and has become a full-time project. (A screenshot from the Twelve Minutes prototype)…

Luna Antonio
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How babies can help teach game design

There are many different types of people to consider when making a videogame and a lot can be learned by discovering their needs. There are those that don’t normally play games, children, as well as the elderly, but there’s one group that’s easy to dismiss, if only because they seem too young: babies. Babies themselves are constantly learning new things and conveying their thoughts and feelings in a way only they can. Observing the way they learn and applying that to game design can be incredible beneficial, as a child learning about the world is similar to a player interacting with a new…