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Had fun yesterday at Dr. Sketchy’s New Year figure drawing marathon. I dropped in for five hours (out of 26). My respect to anyone who went the whole distance.

Here are some ten-minute poses. I like that pace, because it forces me to draw fast and quit before I ruin it. If I’m given too much time, I’m liable to overwork it (come to think of it, that applies to other endeavors too). It’s amazing how fast the ten minutes go by, though.

And yeah, I know, the drawings show through the paper. When this sketchbook is full I may switch back to the Moleskines.

sketchy8b sketchy7b sketchy7 sketchy6 sketchy5 skeychy1b

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Thanks to Jeremie Biron for finding and posting (and translating!) these “Tips for Game Designers” I gave in 2004, after the release of Prince of Persia: The Sands of Time. I’d forgotten all about it until now.

Rereading the advice, I think it stands up well and is more relevant to today’s industry than the 1996 list of tips for designing story-based games I posted last month.

  1. Prototype and test key game elements as early as possible.
  2. Build the game in incremental steps – Don’t make big design documents.
  3. As you go, continue to strengthen what’s strong, and cut what’s weak.
  4. Be open to the unexpected – Make the most of emergent properties.
  5. Be prepared to sell your project at every stage along the way.
  6. It’s harder to sell an original idea than a sequel.
  7. Bigger teams and budgets mean bigger pressure to stay on schedule.
  8. Don’t invest in an overly grandiose development system.
  9. Make sure the player always has a goal (and knows what it is).
  10. Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.
  11. The story should support the game play, not overwhelm it.
  12. The moment when the game first becomes playable is the moment of truth. Don’t be surprised if isn’t as much fun as you expected.
  13. Sometimes a cheap trick is better than an expensive one.
  14. Listen to the voice of criticism – It’s always right (you just have to figure out in what way).
  15. Your original vision is not sacred. It’s just a rough draft.
  16. Don’t be afraid to consider BIG changes.
  17. When you discover what the heart of the game is, protect it to the death.
  18. However much you cut, it still won’t be enough.
  19. Put your ego aside.
  20. Nobody knows what will succeed.
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morongo

Used a brush pen for this sketch in the desert outside L.A. I had to work fast cause my hands were freezing.

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Tonight’s Spike TV Video Game Awards 2009 broadcast will include a couple of Prince of Persia exclusives:

- The first footage from Ubisoft’s upcoming game, Prince of Persia: The Forgotten Sands

- Jake Gyllenhaal introducing a new clip from the Prince of Persia movie in which he stars

I’ll be there, too. Although with the rain, this would really be a perfect Saturday to stay home, watch TV and play video games.

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I took the Robert McKee 3-day screenwriting course a bunch of years ago because I wanted to learn how to write screenplays. I was blown away. I thought he was the most brilliant and inspiring speaker I’d ever seen, possibly excepting the guy who gave my college commencement speech. (I was a computer programmer; I didn’t get out much.)

I was so impressed that a couple of years later, I took it again.

He was word for word the same. That tour-de-force, thirty-minute, apparently extemporaneous example of how to escalate a sequence — the girl jogging through Central Park, or whatever it was? The same. He even paused to take a sip of his coffee at the same places.

I thought: The guy’s been giving this speech every weekend, he’s had YEARS to make up new examples and try them out on an audience… and he still only has ONE??

I walked out at the break and never came back.

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