Originally released in 2004 on the Original Xbox in Japan, Phantom Dust was geared towards winning over the eastern market, but gained enough demand to warrant a release in the west in 2005. Now in May of 2017, a slightly updated version has been released for Xbox One and Windows 10. The game itself is … Continue reading Mage Wars Design Pitch – Phantom Dust Inspired
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DOOM Game/Level Flow Analysis
Been playing around in the DOOM SnapMap editor lately. You can check out my first map in an older blog post here. Moving forward on a future map though, I wanted to create something that would match the quality of levels from DOOM’s campaign. As if I was on the team at Id Software and … Continue reading DOOM Game/Level Flow Analysis
DMC Melee Breakdown
Let's talk melee combat here for a second. There is little in this blue world of ours as visceral and entertaining as that of physically overpowering an enemy in close quarters combat. It’s a human instinct as primal as they come and one of the most common forms of conflict in video games. As conventional … Continue reading DMC Melee Breakdown
Gears of War – Campaign Level Progression
A lot of diehard fans will argue how Gears 3 is drastically different from Gears 1. How is it different though? I spent some time recording the actions performed by a player in a 20 minute segment of each game and put them side by side. Although the following statistics are not completely representative of … Continue reading Gears of War – Campaign Level Progression
JakobsenBeck.com is Live!
There is always that first blog post to get things started. This one is it! My online portfolio is now live. My work as level/narrative designer and producer on Atrophy are described in detail alongside Dungeon Burlesque, an award winning GDD. More work to be added soon. This blog will go hand in hand with … Continue reading JakobsenBeck.com is Live!