ADAM L. BRACKIN, PH.D ON THE WEB
Doc Brackin
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WK 4: Puzzle Making - Finding the Aesthetic

9/19/2013

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An ARG without puzzles has a tendency to confuse players. Really it's just an interactive narrative without them, and good ARG is about giving the players something to do. Here is a fun little archive of some of the old Deus City images that were used for the daily news from the future. A few of them are actually old puzzles that are still quite solvable. With that game, our goal was a consistent "Neo Retro" tone that mixed the apocalyptic dystopian imagery of 2036 with the iconic Art Nouveau of the 1930s and '40s.  
In Electron Innovations we took a much different approach, with the main game page being very am-pro, but the puzzles having a very strong and consistent aesthetic 'from the cube' designed by our team of students. Below are the (normal) puzzles from the game as well as a bunch of unused, early, and rough ones. Many of the solves are now available only on the player forums and our now unlocked ARGlab dev blog.   
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WK 3: Talking to the Player

9/9/2013

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[WEEK 2 - LABOR DAY] 
Great presentation on "New Orality" by Matthias Worch available to watch below and download HERE.
(http://www.worch.com/2013/04/24/talking-to-the-player-how-cultural-currents-shape-and-level-design/)
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