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Level Design: Designing for Flow

Level Design: Designing for Flow

by Eric Grossman | Feb 26, 2016 | Blog, Game Design, Games, InnerSpace, Level Design

As our frequent readers know, one stylistic cornerstone of InnerSpace is the image of a strange, foreign tower jutting out from rock formations, bending over the curve of a hollowed-out planet. These aren’t merely exterior decoration, though, as the player can enter...
Building Blocks: The Virtues (and Pitfalls) of Indie Constraints and Modular Design

Building Blocks: The Virtues (and Pitfalls) of Indie Constraints and Modular Design

by Eric Grossman | Jun 12, 2015 | Art, Blog, Game Design, InnerSpace, Level Design

We’ve come to the point where InnerSpace is starting to look like something, so naturally it’s time for a little retrospective discussion of our somewhat formative production-level steps in engine. Winding back to January, we had just come to grips with the success of...
Level Design: Building a Scenario

Level Design: Building a Scenario

by Jeff Harper | Apr 4, 2015 | Blog, Game Design, InnerSpace, Level Design

Building a Scenario In this post, I’ll go through the steps I take to make a scenario, or level, for InnerSpace. However, two things before we get started: 1) There may be what some consider spoilers in this post and, 2) We’re in early development, so there are still...
Level Design: Challenges in InnerSpace

Level Design: Challenges in InnerSpace

by Jeff Harper | Feb 6, 2015 | Blog, Game Design, Games, InnerSpace, Level Design

Open World/Player’s Choice Have you ever played Skyrim? Grand Theft Auto? What about Borderlands? All three of these games are considered open world games, all of which take into count player’s choice. What do I mean by player’s choice? Sure, in most games, the player...

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