Claire Hassig

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All of these are organized around the same principles: negative space, embellishing the space around a central theme, and observing perturbations and reflections. There was a zeitgeist at that time;* these approaches were “in the air,” but there was also conscious borrowing from art form to art form. This occurred in large part because no art form stands alone; they bleed into one another. Can you make an Impressionist game? A game where the formal system conveys the following: The object you seek to understand is not visible or depicted. Negative space is more important than shape. Repetition ...more
Theory of Fun for Game Design
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