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Richard Rouse III calls in to talk about his new indie title, The Church in the Darkness, and treats us to some stories from his fantastic career including the design of The Suffering, writing Game Design: Theory & Practice, and some interesting creative projects we never got to see. Richard is a really insightful guy. He has too much writing and too many talks to fully list here, but I encourage you to check out his wisdom around the web. I could have filled much more than a one-hour show while picking his brain--and I'd love to have him back for more--but I sure appreciate the time he took with us this time. I wanted to be sure to include the IGN article that was written after Richard and Midway lured game journalists into a defunct prison and locked them in overnight. Richard even seemed to get a kick out of revisiting the topic. It's a little piece of unique game PR history, don't miss it. https://ca.ign.com/articles/2003/10/24/west-virginia-ghost-hunt Richard's links The Church in the Darkness @RichardRouseIII on Twitter --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
Richard Rouse III calls in to talk about his new indie title, The Church in the Darkness, and treats us to some stories from his fantastic career including the design of The Suffering, writing Game Design: Theory & Practice, and some interesting creative projects we never got to see.
The Church in the Darkness verspricht viel. Als stealthy Kampfsau soll man eine religiös-kommunistische US-Sekte infiltrieren, die sich 1977 ein Dorf im südamerikanischen Regenwald gebaut hat. Dort ist nämlich der eigene Neffe auch dabei und die Mutter macht sich Sorgen. Ob zurecht oder nicht, dafür hat sich das Team um Richard Rouse III immerhin 19 verschiedene Enden ausgedacht. Ob der Top-Down-Schleich-Shooter die Hoffnungen einlösen kann, die das interessante Setting weckt? Unsere aktuelle Session auf der Gaming-Couch im Rebell Gaming Podcast klärts.
Richard Rouse III returns to talk about life after his indie release, The Church in the Darkness. Richard talks about the life of being an indie developer and the different cycle of development, marketing, and patching that is normally separated in larger studios. Drew and Chris also ask if producing a game about a religious cult has had any kind of transformative effect on his way of thinking or perception on of groups of any kind such as Christians or vegetarians.
Cults are a fascinating (and occasionally gruesome) thing, and perhaps no one knows this better than Richard Rouse III, director on The Church in the Darkness. Imagine telling someone you're making a top-down stealth action game where you infiltrate a cult in the middle of South America to rescue your sibling. Rouse walks us through the design process for such an experience, and how the complicated reality of a cult influenced how he built this hostile community. We also discuss our favorite cults in games and what they do right and wrong when it comes to depicting cult think. IGN's Donation Links for Victims in Texas and Ohio Shootings: https://www.ign.com/articles/2019/08/05/how-to-donate-el-paso-dayton-relief-victims-support-charity SUPPORT THE 1099 Follow on Twitter: @The1099Podcast Follow Joe: @JosephKnoop Support our musician at ZWBuckley.com The Church in the Darkness is available on PS4, Xbox One, PC, and Switch now.
-Hear about early game art programs, like Deluxe Paint. -What the working environment was like in SEGA and Midway Games. -Learn advice on how to land your first job. -3 things he looks for when hiring. -Thoughts on working in Hollywood. -Learn about what kind of art jobs are in high demand. -Who some of the largest employers of his students are. -Uses for VR outside of gaming, like immersion therapy. -Some funny industry stories. -Hear about Richard Rouse III's new game, "Church in the Darkness". (See gamedevadvice.com for in-depth show notes and other details.)
Every episode we invite a special guest to talk with us about life, games, and belief. This week, we talk to game developer Richard Rouse III who is known for his work on Odyssey: The Legend of Nemesis, Damage, Inc., The Suffering, and most recently The Church in the Darkness. Drew and Chris talk to Richard about the stereotypes of Boston drivers, the 10 part cult checklist, and being someone who doesn't normally join groups like the Catholic church.
# 47 Richard Rouse III (The Church In The Darkness, The Suffering) by Matthew Squaire
Richard Rouse III is a creative director, writer, designer, and consultant at his company Paranoid Productions currently working on the game “The Church in the Darkness.” His past projects include Quantum Break, Sunset Overdrive, and numerous other titles. He also wrote the popular book Game Design: Theory & Practice and is a frequent speaker on game design and interactive storytelling at conferences and universities. https://www.gamedevloadout.com/single-post/62RichardRouse
Richard Rouse III sits down to discuss his upcoming game, The Church in the Darkness, a procedurally generated infiltration game that pits you against a religious cult- one that changes on each subsequent play through. Richard has had a long career in video games, working most prominently on The Suffering, and its sequel The Suffering Ties that bind. You can find Richard on Twitter @richardrouseiii and The Church and the Darkness at Paranoid Productions. You can also find his defense of Eyes Wide Shut at Unjustly Maligned
"Eyes Wide Shut" - Sold as an erotic thriller, Stanley Kubrick’s least popular film “Eyes Wide Shut” is neither erotic, nor much of a thriller. But Richard Rouse III joins Antony to argue that it wasn’t just mis-sold, it was misunderstood — and has only gotten better with age. Host Antony Johnston with Richard Rouse III.
Acclaimed games writer and designer Richard Rouse III visits Brookago for the first time this week! We talk to Rich about his past work on The Suffering and Homefront, as well as his upcoming game, The Church in the Darkness. In the news, we dig into our early impressions of Uncharted 4 and the Overwatch Beta. What happens when a streamer of color is in a big tournament on Twitch? HINT: It ain't pretty. Plus: Disney Infinity has been canceled…and Cicero is sad about it?
Many people talk about “cinematic” games, but what does this really mean? Over their century of existence, films have been using a range of techniques to create specific emotional responses in their audience. Instead of simply using more cut-scenes, better script writers, or making more heavily scripted game experiences, game designers can look to film techniques as an inspiration for new techniques that accentuate what games do well. This lecture presents film clips from a number of classic movies, analyzes how they work from a cinematic standpoint, and then suggests ways these techniques can be used in gameplay to create even more stimulating experiences for gamers, including examples from games that have successfully bridged the gap. Richard Rouse III is a game designer and writer, best known for The Suffering horror games and his book Game Design: Theory & Practice. He is currently the Lead Single Player Designer on the story-driven first-person shooter Homefront at Kaos Studios in New York City.