Posts Tagged ‘stealth


Design Fundamentals of Stealth Gameplay in the Thief Series

This dates back to 2002, with Ion Storm’s then-Project Director Randy Smith discussing stealth gameplay fundamentals in the Thief series at Game Developers Conference. The lecture provided what was then an early glimpse at the mechanics of the third entry in the series, Thief: Deadly Shadows.

download MP3 lecture (link)

download Powerpoint presentation (link)

Also, every game designer should take note of the following quote:

Don’t create “scripts”
Don’t plan the player’s experiences for them.
Create “possibility spaces”
Populate the world with challenges.
Populate the world with things that interact with the player’s tools, the simulations, manipulate the data flow.
Avoid absolutes, embrace gradients.”



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