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Blogs

Frank Forrestall's Blog

Frank Forrestall is Art Director at Forrestall Studio Inc.; an Art/Design studio servicing all creative industries.

With over 12 years experience in the Entertainment Industry - Film/TV/Animation - Frank brings with him a wealth of experience in Concept Art, Character Design, Storytelling, Animation and Production experience.

As a newcomer to the Game industry Frank seeks to work with game developers to break new ground in visual game experience.

Frank can be found at his company website:
www.forrestallstudio.com

or on his personal site:
www.frankforrestall.com

Member Blogs

The World of the 'Sprinks'  Featured Blogs
Posted by Frank Forrestall on Thu, 15 Oct 2009 01:35:00 EDT in Visual Art
Here are some notes and concept sketches for a project in development with Silverback Productions where I had nearly carte-blanch opportunity to develop characters for a quaint little fantasy world.
Read More... | 0 Comments

The 'Elixir' of Braid  Featured Blogs
Posted by Frank Forrestall on Tue, 01 Sep 2009 08:39:00 EDT in Game Design
'Braid' contains a bit of the magic elixir which imbues its game-play with a brave new quality: meaning.
Read More... | 2 Comments

The Invisible Narrative of Games - OR - The Story of Chess  Featured Blogs
Posted by Frank Forrestall on Wed, 12 Aug 2009 10:20:00 EDT in Game Design
By accident or design, MOST games possess a narrative structure. They can either be well conceived narratives and help improve the quality of the game or be accidental and loose the opportunity. CASE STUDY: the timeless narrative of Chess!
Read More... | 17 Comments

Gods, Heroes and their Immortal Games
Posted by Frank Forrestall on Sat, 08 Aug 2009 03:46:00 EDT in Game Design
I discuss the "Magic Elixir" that I feel is missing from many narrative-based Games.
Read More... | 16 Comments

   

Frank Forrestall's Comments

Comment In: Randy Smith: Do Games Need To Be Fun? [News - 11/17/2009 - 02:46]

I totally understand where this ...

I totally understand where this article is coming from. The predictable mantra that games must be fun to be worthwhile is almost as irritating as the battle cry that they must be addicting or cool. These are the shallowest definitions of what makes a game worthwhile. The evolution of games ...

Comment In: The Birth of Collecting: The Osiris Archetype In Games [Feature - 10/14/2009 - 07:55]

Interesting parallel. There's also a ...

Interesting parallel. There's also a cross-over with Campbell's monomyth going on. Collecting would be a variation of the Road of Trials from many myths. The parallels with video games are obvious, but one element that I've found lacking in many games is an answer to the question 'why ' or ...

Comment In: The Invisible Narrative of Games - OR - The Story of Chess [Blog - 08/12/2009 - 10:20]

I don't think the game ...

I don't think the game necessarily needs to 'tell' you anything. But I'm proposing that a natural narrative structure/flow to the elements can contribute to the quality of its experience... if it's done right. Admittedly this is all more theory than fact at this point. I'm just hoping someone reads ...

Comment In: inFAMOUS and the Illusion of Choice [Blog - 09/06/2009 - 08:28]

Interesting dilemma. I agree that ...

Interesting dilemma. I agree that it's pretty weak to present a choice to a player and yet have no meaningful concequence to that choice. Bioshock's choice was pretty 'cosmetic', do you want to play a sterotypical 'bad guy' or a stereotypical 'good guy' It came down to what sort of ...

Comment In: The 'Elixir' of Braid [Blog - 09/01/2009 - 08:39]

Hey Kevin, Thanks for the ...

Hey Kevin, Thanks for the Art kudos : I doubt you were playing the game wrong, but I've never played POP. I'm guessing that if the creators didn't try to use the feature as a narrative tool than it probably wasn't meant to provoke an emotive connection and was just ...

Comment In: Metaphysical Decisions [Blog - 08/13/2009 - 02:04]

don't get me started on ...

don't get me started on Jackson's LotR Yes, when you include the Silmarillion it gets much deeper. It's funny how he clips neatly around all of those spiritual elements in his trilogy though. The only moment I recall a direct reference was the actions of Faramir's men at dinner time, ...

[More Frank Forrestall Comments]