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DANA STEINHOFF

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    Recent Posts

    Designing Spirit Island!

    Designing Spirit Island!

    Creating a Dynamic System for Linear Dialogue - Postmortem (Part 3)

    Creating a Dynamic System for Linear Dialogue - Design (Part 2)

    Creating a Dynamic System for Linear Dialogue - Design (Part 2)

    Archive

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    All Posts

    Designing Spirit Island!

    Creating a Dynamic System for Linear Dialogue - Postmortem (Part 3)

    Creating a Dynamic System for Linear Dialogue - Design (Part 2)

    Creating a Dynamic System for Linear Dialogue - Inspiration + Research (Part 1)

    Making a Badass Puzzle - Part 3 Postmortem

    Making a badass puzzle! Part 2 - Design

    Making a badass puzzle! Part 1 - Research and Concepting

    Spirit Island Development Blog - Introduction

    The Narrative Systems of BioShock Infinite

    Florence: How touchscreen interactions can add to story

    Florence: How touchscreen interactions can add to story

    Florence: How touchscreen interactions can add to story

    Florence is an iOS touchpad game released just a couple of weeks ago on Valentines day. It was created by a tiny (four person) team called Mountains out of Australia, and published by Annapurna Interactive. It is a short, linear narrative game about romantic relationships which is playable in about an hour and which may or may not make you cry (speaking from personal experience). Florence tells a single, linear story, and the game element is figuring out which interactions wi
    The Room Three: A Deconstruction

    The Room Three: A Deconstruction

    The Room Three is a first person adventure game for iOS and Android devices wherein a player explores mysterious, highly-rendered environments while progressing by solving “puzzle box” style puzzles. It was developed by Fireproof Games, a small indie outfit who have grown (slightly) bigger following the success of their The Room series, their first games as a studio. Audience Analysis The Room Three is a game for explorers, through and through. The only player objective is to
    Lara and Nathan: How complex characters make good stories

    Lara and Nathan: How complex characters make good stories

    Take two games which are more alike in all ways than they are different: Uncharted: A Thief’s End, and the 2013 redux Tomb Raider. Both are

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