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Posts Tagged ‘Perspective’

Wot I Think: Perspective

By John Walker on April 3rd, 2013.

One of the most intriguing games to appear at this year’s GDC was unquestionably Perspective. While certainly robbed at the IGF Awards, it received much positive attention, and deservedly so. A fresh approach to perspective-arranging platforming, blurring 3D and 2D gaming in a way that you’ll not believe your brain will put up with, it’s entirely free to get hold of. Here’s wot I think:

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The 2013 GDC Experimental Gameplay Workshop

By John Walker on April 2nd, 2013.

An undoubted highlight of GDC every year is the Experimental Gameplay Workshop. Despite having that complete nonsense word in the title, it’s a chance for some of the most innovative and esoteric gaming ideas to be shared with one of the week’s biggest audiences, whether in development, released, or some impossible state in between. Some of the highlights are below.

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Look Around You: Perspective Out Now (And Free!)

By Nathan Grayson on December 13th, 2012.

Don't worry. It'll make far less sense in just a moment.

I think we can all remember a time when we were younger – assuming, of course, that none of us has been hit on the head with any large objects (or small, densely packed objects) very recently. Regardless, it was many, many cloud-enshrouded moons ago, yet I remember it as clear as I day. I was fool-hardy, obstinate, and brash. I made life-affirming mistakes, and also, Jim wrote a thing about a game. Now, though, times have changed. I have, you might say, gained Perspective. And now – for zero of your precious monetary units – you can too.

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Perspective Does That Clever Dimension Shifting Thing

By Jim Rossignol on June 20th, 2012.

That man is jumping.
The mixing of 2D and 3D in game world is no longer a new idea, but Perspective – a game from game-development education crucible DigiPen – certainly has a special take on it, as you can see in the video below. It’s remarkably clever. Not just in the idea itself – in which a 2D character navigates a 3D world, and the camera control of the FPSing player alters the 2D space that character has to navigate by shifting perspective – but in the construction of the puzzles which make use of that concept. I am not sure why I am bothering to try and explain it, really, other than to emphasize that you should take a look, and then do that raised eyebrow thing you do when someone has been impressively clever.
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