A Quote by Clive Barker

I'm not the expert on the great gameplay. I come in for the character design, monsters, atmosphere. I'm not the technician. — © Clive Barker
I'm not the expert on the great gameplay. I come in for the character design, monsters, atmosphere. I'm not the technician.
If you asked a team of expert psychologists and sociological researchers to come up with a design that was sure to infuriate and offend liberals in America, they'd probably come up with what we call the Great Seal.
There's a theory in gameplay, particularly in first person shooters, that sometimes you don't want to have that much of a character because then it destroys the experience of the player being that character.
A good technician gets it right maybe 60% of the time. And a great technician, maybe 61% of the time.
The most important part of a RPG is the player feeling like they are taking the role of a character in a fully realised fantasy world. They can explore, visit various towns and places, talk to people, customise their character, collect various items, and defeat monsters. The story is not the focus of the experience and is only there to make the atmosphere of the fantasy world more interesting and engaging during the course of the game.
My success has depended wholly on putting things over on people, so I'm not sure that I'm that great a role model. I am, however, an expert on pretending to be an expert on pretending to be an expert.
The most common things I would go out for would be, like, 'the Lab Technician' on a crime procedural, usually an expert in either a medical or a computer-oriented field.
I never thought I'd be an expert at sword fighting, I never thought I'd be an expert in protein powders - I'm close to being an expert in both. It's great!
All great writers have, of course, an atmosphere in which they seem most at their ease and at their best; a mood of the general mind which they interpret and indeed almost discover, so that we come to read them rather for that than for any story or character or scene of seperate excellence.
To the designer, great design is beautiful design. A significant amount of effort must be placed into making the product attractive. To the client, great design is effective. It must bring in customers and meet the goals put forth to the designer in the original brief. To the user, great design is functional. It’s easy to read, easy to use and easy to get out of it what was promised Truly great design, then, is when these three perspectives are considered and implemented equally to create a final product that is beautiful, effective and functional.
If there is a well thought-out design standard, it should be followed. In practice, great design comes from great designers. That is empirically the case. If a great designer did a first-rate standard, that model should be followed. Great design is not democratic; it comes from great designers. If the standard is lousy, then develop another standard.
Inside the world of 'Devil May Cry,' we're not changing gameplay very much. We're making it more beautiful, more action-packed, and giving you a few more features, but the gameplay itself is the pretty much the same.
Where does a character come from? Because a character, at the end of the day, a character will be the combination of the writing of the character, the voicing of the character, the personality of the character, and what the character looks like.
I realized I was not a great musical technician, if I was going to make anything interesting it would have to come from the creative side of me and not the craft side of me.
I'm an expert on how technology hijacks our psychological vulnerabilities. That's why I spent the last three years as a Design Ethicist at Google caring about how to design things in a way that defends a billion people's minds from getting hijacked.
I believe that even today we can only tell a simple story without really interfering with gameplay. But in the future, I think it will almost be a requirement of all storytellers when they create games, how they can tell a more complex story without conflicting with the gameplay.
I always laugh at people who say "I've never met a rich technician" I love that! Its such an arrogant, nonsensical response. I used fundamentals for 9 years and got rich as a technician
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