What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways: As for me, I'm Greg Livingston, but I go by Golem. I organize things around here.

Podcasts

Viewing all podcasts for Adrian.

Racing Course Design (F-Zero X)
Jun 27, 2017
Dr. Luke McMillan's "A Rational Approach To Racing Game Track Design" gives us five ways to parse race courses, which we apply to F-Zero X.
Meaningful Level Design (Ecco the Dolphin)
Nov 8, 2016
What elements compose level design in Ecco the Dolphin, and what gives levels their meaning?
Naturalism (Ecco the Dolphin)
Oct 27, 2016
What role does real life play in Ecco the Dolphin?
Play Structure (StarTropics)
Oct 17, 2016
StarTropics uses storytelling, gameplay, and save points to pace itself.
Control Challenges (StarTropics)
Sep 17, 2016
StarTropics challenges the player with stiff but simple controls.
Conversation (Fallout)
Jul 4, 2016
In Fallout, conversation can have a large impact on your playthrough. How did we approach dialogue, and what consequences did we face?
Strategy Gameplay (Sins of a Solar Empire: Rebellion)
Sep 20, 2016
An overview of gameplay in Sins of a Solar Empire: Rebellion. The commentators have a variety of experience with strategy games, from newbie to veteran.
Sound Design (Intermission)
May 23, 2016
Video games use sound and music in many unique ways, from gameplay backup to mood setting and more.
Map Design (Axiom Verge)
May 22, 2016
How does Axiom Verge construct its criss-crossing paths?
Thomas Happ (Axiom Verge)
Apr 7, 2016
Thomas Happ speaks on story, map design, and purpose in Axiom Verge.
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