Daniel Renkel
Daniel 'sirleto' Renkel is a true indie game developer (at hart ;) and a part time simulation engineer (space- & aircrafts). He's studied computer science at the university of Darmstadt, Germany and has an background of 8 years as game developer (assistant projectmanager, game designer, associate producer and technical artist). He worked on a whole number of PC and console games including the Aquanox series. Visit hisportfolio for more information.
Website: http://www.gameprogramming.de/renkel
By Daniel Renkel on February 10, 2010
i’ve nearly finished my new game: monster guard.
it’s an online strategical game, some sort of tactical rpg … but without rpg depth and no tactics, either
i’m pretty tired right now and just want to give you the good news quickly.
you can read about the game, see (more) screenshots and view a qucik how-to-play video [...]
Posted in Game Design Scrapbook
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By Daniel Renkel on November 22, 2009
This is nothing new. iI’s just something I believe works in 90% of all games out on the market (AAA or small/casual/indie).
0. Create a game with both old (known) and new game design mechanics.
Even if the new mechanics are not perfect, this concept shall help you get people to enjoy your game
nothing is to ugly – if you polish [...]
Posted in Game Design Scrapbook
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By Daniel Renkel on November 12, 2009
This is my (very) subjective review of Okami. To summarize it: I can’t play the game. It’s unbelievably unplayable for me, due to shockingly bad details.
Ever since it was released on PS2 and got rave reviews about its style and concept I wanted to play, even own it. Then Yu-Chung reviewed it and even mentioned that [...]
Posted in Game Design Reviews
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By Daniel Renkel on August 26, 2007
I found this link with a formal analysis of Metal Gear Solid 2. I have not yet read it completely but please take a look and tell me if you like it:
Driving Off the Map (located at Delta Head Translation Group)
Posted in Game Design Scrapbook
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By Daniel Renkel on August 5, 2007
I like to point out the following thread in the Indie Gamer.com forums. It’s about the current state of the indie industry:
http://forums.indiegamer.com/showthread.php?t=11302
i also like to take the opportunity to point out, that managing the german “free” unterhaltungs software forum together with some others at www.usf.de, i really love the forums at indiegamer. i often hate the [...]
Posted in Game Design Scrapbook
By Daniel Renkel on July 25, 2007
There is a game that is damn popular, but not really treated as a piece of good game design, but merely a lucky case of good propaganda is HandDrawnGames Desktop Tower Defense. I like to review it because i believe that from a game designers pov (point of view) it is a clever masterpiece.
It probably [...]
Posted in Game Design Reviews
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By Daniel Renkel on July 19, 2007
If somebody asks me what was the nicest thing i saw from E3 2007, i can clearly answer: a 3d game for PSP and PS3 (probably downloadable), called “Echochrome”.
Posted in Game Design Scrapbook
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By Daniel Renkel on July 12, 2007
Whenever i thought about or wrote down some of my gamedesign ideas in the last few years, i allways tried to focus on my personal technical abilities or on technologie than can be build with small teams and small budget.
as an example: 3d graphics is okay, but no ik animated objects. this and other limitations allways [...]
Posted in Game Design Scrapbook
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By Daniel Renkel on February 26, 2007
Final Fantasy XII finally became available to us Europeans, too. And because I like the series I want to write about 4 things I find most interesting. Interesting for me, is the fact that the real-time battles of FF12 are more fun to me than the old turn-based, which is strange, because I like turn-based [...]
Posted in Game Design Reviews
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By Daniel Renkel on February 18, 2007
Do you like playing first person shooters? Do you like playing teamplay modes? Capture the Flag, Team Fortress, Counterstrike? I do, and I will try to tell you why Battlefield 2142 lowers the teamplay entry level to everybody, even the teamplay haters.
Posted in Game Design Reviews
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