Jordan Dube's Blog

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WetJet Postmortem

Full itch.io page here (Note: WebGL games don’t format well in WordPress, reload the page to play again) Duration 48Hr Game Jam for Athens Game Jam 2020 The Game In WetJet, your goal is to see how far you can… Continue Reading →

World Design of Journey to the Savage Planet

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Journey to the Savage Planet (JSP) is a 3D first person platformer, where the player is set on a strange, undiscovered planet. The goal of your character is to confront the lifeforms that have inhabited this planet, and find enough… Continue Reading →

Marketing The Outer Worlds

In this blog series, I’ll be breaking down Oblivion’s journey with the Outer Worlds, and the marketing strategies surrounding it. This will be a continuous blog, so information may develop over periods of time. The Outer Worlds is a narratively… Continue Reading →

Maya Architecture in-Design

A Life in-Design blog series In this blog series I take a quick look at people, places, actions, and things and break them down and compare them to games. Today I decided to shift my focus to the artwork featured… Continue Reading →

Narrative Design in Oxenfree

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After finishing the game last night, I decided to analyze the narrative behaviors in the 2016 game Oxenfree. Oxenfree is a narratively driven horror game where you control the character Alex and try to stop dimensional ghosts from taking over… Continue Reading →

Design Reflection: Human Fall Flat

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In this blog series I take a game I’ve completed and analyze design aspects randomly given to me from the Game Design: A Deck of Lenses app by Jesse Schell. Human Fall Flat (HFF) is a physics based puzzle game… Continue Reading →

Time Management in-Design

A Life in-Design blog series In this blog series, I talk about different actions, events, things, or ideas every day and analyze them a bit and possibly relate a game to it. This is more of an exercise in exploring… Continue Reading →

Snacking in-Design

A Life in-Design Blog series In this blog series, I talk about things that I’ve done or have been thinking about, and analyze them in terms of design while relating them to games. Crispy, Crunchy, Salty, Sweet If you’re like… Continue Reading →

Mixing in-Design

A Life in-Design daily blog So this is the first time that I’ll try to keep a daily blog of comparing my usual life (or things that happened in the past) in a more design perspective. This means I’ll be… Continue Reading →

Design Reflection: Creature in the Well

Hello! If this is your first time reading one of my design reflections; in this blog series I’ll be taking a look at three different “lenses,” or game design considerations determined by Jesse Schell in his “Deck of Lenses” app… Continue Reading →

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