Daniel Renkel
Daniel 'sirleto' Renkel is a true indie game developer (at heart ;) and a part time simulation engineer (space- & aircrafts). He's studied computer science at the university of Darmstadt, Germany and has a 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 ludocrazy.com for more information about this current android mobile phone games.
Website: http://www.ludocrazy.com/
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
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
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
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
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
By Daniel Renkel on August 8, 2006
Last time i talked about the controls of loco roco which make the game very accessible for everyone. This time i want to talk about another principle on how to make a game accesibble, which seems to have been lost for ages.
Turn-based gameplay.
Before I begin, I want to give the disclaimer that I will explain the [...]
Posted in Game Design Reviews
By Daniel Renkel on June 28, 2006
You’ve probably heard allready about the one game that want’s you to own a PSP (and the first time your girlfriend will fight about playtime
Loco Roco – sounds crazy – and yes, it definetly is.
If you had to create a game which plays like an jump’n’run with collecting stuff and such but wanted to give it a [...]
Posted in Game Design Reviews
By Daniel Renkel on June 9, 2006
There is this one arcade shooting game i can’t stop to play: Mutant Storm from british developer duo PomPom. (You could know it from PC or XBOX arcade).
Simple and classic gameplay, very well balanced and nicely presented: in a small arena, a lot of enemies keep respawning and you blow them off until you’ve blown up [...]
Posted in Game Design Reviews