Peter Wingaard Meldahl's Blog
I am the boss at the small Norwegian indie company Rain.
We published our first finished game in 2013; Teslagrad.
So far we have had the pleasure to work with the PC platforms, as well as PlayStation 3, PlayStation 4, PlayStation Vita and the Wii U.
As Norwegians in the big international scene of game development we might be a little different. Let's talk about that!
There are those in life who are just way better than others at making people do what they want. But how to express this in games?
Resources and influence are the core of Mesmer. I will go into the process of swaying individuals today.
Of course, like any other ruler, the King of Mesmer isn’t just going to let some revolution happen on his watch! And there are those under his rule also quite comfortable with things the way they are. Let’s take a look at the social organization in Me
Games are doing far better these days in terms of characterization and dialogue. Still, moods in a character are usually linked to the pre-written dialogue. Today I'm going to explain how we're working on a system for tracking the mood of a character.
This is the first development post on our next game, Mesmer. On a series of posts, we'll be covering some of the key aspects of the game, from game design to lore and mechanics.
Perhaps Norwegians are different. Perhaps we are just a bit different. How would things be today if more game companies were more willing to share ownership with it's employees?
Peter Wingaard Meldahl's Comments
[Blog - 05/22/2014 - 10:46]
That 's about right. r ...
That 's about right. r nTo a degree. r nIt actually works quite harmoneously. r nI wonder how it scales, and I look forward to find out.