#BiteSizeGameDesign
#BiteSizeGameDesign Lesson 25: Tutorials don’t need to be intrusive or include text.

People don’t read*.
Interrupting with a WALL OF TEXT has less of an impact than sharing a little info when they need to know something new.

Fault Line builds instructions into the world. #GameDesign #GameDev
February 11, 2025 at 3:23 PM
#BiteSizeGameDesign Lesson 146: Expand the options of self expression.

Sure, some players aim to give the “best” choice (for the most points) but many play to make the experience their own.

Romance Central--a Dance Central April fools gag--had many varied choices.
#GameDesign #GameDev
December 11, 2025 at 3:15 PM
#BiteSizeGameDesign Lesson 72: Video games are the renaissance art of this generation.

That is to say, games are a combination of literature, coding, film, music, dance, storytelling, art, architecture, math, & more.

Play Frog Fractions. It’s an experience.
#GameDesign #GameDev
May 12, 2025 at 2:44 PM
#BiteSizeGameDesign Lesson 70: YOUR GAME DOES NOT HAVE TO BE VIOLENT.

All caps, baby.

You don’t have to cut it, but are there other options...?

It’s hard to make someone feel smart.
If you do, it will stick around longer than the power fantasy of the gun. #GameDesign #GameDev
May 8, 2025 at 5:28 PM
#BiteSizeGameDesign Lesson 141: A threat radius can be dependent on camera angle and art.

Increasing how far a player/enemy can deal damage is a good tool for balancing combat, but can look different in 2D, 3D, and 2.5D games (like Coors Light Refresh-Men).
#GameDesign #GameDev
November 13, 2025 at 2:47 PM
#BiteSizeGameDesign Lesson 101: Let the player provide the names.

Unless you’re trying to preserve a high fantasy atmosphere, it’s totally okay to have SIR BUTTFART as the hero of the realm.

Each release in Game Dev Tycoon was special because you named it. #GameDesign #GameDev
July 2, 2025 at 2:50 PM
#BiteSizeGameDesign Lesson 102: It never hurts to have a cute mascot.

It was a major factor in the console wars of the 90’s and a big consideration for merchandising.

Cut the Rope’s Om Nom tugs on your heartstrings - especially if you fail to feed him candy.
#GameDesign #GameDev
July 18, 2025 at 1:13 PM
#BiteSizeGameDesign Lesson 129: Allow local multiplayer to be a spectacle.

On the convention show floor, local multiplayer games garner the most attention. However, a crowd isn’t likely to appear in the living room.

It took a big event to beat the 6-person X-Men arcade game.
#GameDesign #GameDev
October 10, 2025 at 1:36 PM
#BiteSizeGameDesign Lesson 96: Think of possible achievements during the design & development phase.

Knowing which player moments to highlight & reward is more apparent when you’re building the experience.
Utilize the platform’s achievements when possible. #GameDesign #GameDev
June 23, 2025 at 2:29 PM
#BiteSizeGameDesign Lesson 112: Reduce pixel hunting.

Legacy Tales: Mercy of the Gallows clearly:
🎇 called out where VFX would be used for guidance
🖱️ changed the cursor on mouseover, and
🛠️ overlaid a pointer when using tools so players knew where to look & click.

#GameDesign #GameDev
September 9, 2025 at 5:25 PM
#BiteSizeGameDesign Lesson 121: Do you *need* a game over?

How much punishment do you place on failure?
Is a setback enough?

The Maw was delightful all the way through. While there were obstacles to overcome, it was never spiteful to the player.
#GameDesign #GameDev
September 29, 2025 at 7:22 PM
#BiteSizeGameDesign Lesson 120: Keep your monetization unobtrusive.

Do you interrupt gameplay to show an ad?

Flappy Bird ran banner ads that were situated away from the core gameplay. More common now is incentivized ads, showing a video for a known reward.
#GameDesign #GameDev
September 26, 2025 at 6:29 PM
#BiteSizeGameDesign Lesson 164: Attacking and movement are linked.

👣 Do combatants plant their feet?
↕️ Follow along a pre-set course?
🕹️ Are move & attack independent controls?

Tiny Troopers was click to move, but allowed you to fire at will in any direction.
#GameDesign #GameDev
March 16, 2026 at 4:11 PM
#BiteSizeGameDesign Lesson 145: Don’t limit yourself to “realism".

No one can double jump.
Make choices in line with design goals;
don’t be beholden to what works IRL.

Katamari Damacy delightfully toys with the environment not taking anything too seriously.
#GameDesign #GameDev
December 10, 2025 at 6:52 PM
#BiteSizeGameDesign Lesson 108: Local multiplayer builds bonds.

Couch co-op isn’t just random regular players: they are family & friends. How can you strengthen their relationships through play?

I completed Halo: Reach with Dad.
I was a groomsman to Super Smash Bros friends.
#GameDesign #GameDev
August 28, 2025 at 7:10 PM
#BiteSizeGameDesign Lesson 131: Briefly limit choices to challenge adaptation.

What happens when you take something away?
Once at a mall kiosk, the controller’s trigger was broken. Without the ability to shoot, my choices were: run, melee, or grenade. Fun!
#GameDesign #GameDev
October 14, 2025 at 2:26 PM
#BiteSizeGameDesign Lesson 147: Word choice matters.

Sometimes, words are all you have to convey your idea.
In games, in tweets, in conversation.

Choose ‘em carefully.

The Writer Will Do Something is a poignant text game about shoehorning in story.
#GameDesign #GameDev
January 21, 2026 at 5:12 PM
#BiteSizeGameDesign Lesson 74: Well written hints are best shown *after* an attempt is made.

Don’t be too forthcoming with solutions.
Don’t be too vague when an attempt fails.
It’s a delicate balance.

Primordia has cleverly written characters & direction. #GameDesign #GameDev
May 14, 2025 at 2:29 PM
#BiteSizeGameDesign Lesson 124: A shader can signal interactions while preserving atmosphere.

Nobody likes stumbling around in the dark for more ammo.

The Bioshock series (among others) balances a moody world with clear pickups thanks to a brief flash.
#GameDesign #GameDev
October 2, 2025 at 2:31 PM
When I first started my career, I was given this advice:
Play games.

Play Bad games.
Play good games.
Play weird, free, and even games you’re not interested in.

You’ll make a finite number in your career; learn by playing other games. Through #BiteSizeGameDesign, I'll share what I learned.
January 7, 2025 at 4:55 AM
#BiteSizeGameDesign Lesson 98: Your game is the spiritual successor to your demo.

Remix it.
Add custom text.
Show off big moments.
Cut material after the show if it doesn’t land.

The Bioshock Infinite E3 moments weren’t shipped, but it *felt* like they were. #GameDesign #GameDev
June 25, 2025 at 2:33 PM
#BiteSizeGameDesign Lesson 148: Checkpoints are tricky to balance.

Too few:
- Punish players by having them re-do lots before the tricky part.
Too many:
- Force players to live with all mistakes.

The Pony Express Google Doodle quickly got back on the horse.
#GameDesign #GameDev
January 30, 2026 at 3:21 PM
#BiteSizeGameDesign Lesson 43: Dynamic lighting adds life & polish. (Even if it’s faked.)

The flash version of Ballery had a spotlight that followed the ball across the board. This light wasn’t included in the mobile port; the resulting game felt flat. #GameDesign #GameDev
March 16, 2025 at 10:53 PM
#BiteSizeGameDesign Lesson 114: Save time with circular dungeon design.

Exiting at the entrance saves backtracking.
Don’t leave players wondering: “why don’t I take door #2 directly to the boss?” A final guard/lock/tiny puzzle makes it feel like a successful shortcut.

#GameDesign #GameDev
September 16, 2025 at 3:52 PM
#BiteSizeGameDesign Lesson 137: Have enemies counter kiting.

If an enemy's speed < player speed & they indefinitely follow the player, your bad guys line up to be destroyed.

Enemies spawn around the player In Holdout., eventually forcing a different tactic.
#GameDesign #GameDev
October 30, 2025 at 2:59 PM