“Art is how we decorate space, music is how we decorate time." -Jean-Michel Basquiat
(In this case, music = narration)
Quantum Conundrum provided direction & world building by using V.O. work.
#GameDesign #GameDev
“Art is how we decorate space, music is how we decorate time." -Jean-Michel Basquiat
(In this case, music = narration)
Quantum Conundrum provided direction & world building by using V.O. work.
#GameDesign #GameDev
It’s long debated.
Do you prefer to find your crowd or design for an audience?
Costume Quest hit a lot of the comedy/difficulty/mechanics that I personally really enjoy.
#GameDesign #GameDev
It’s long debated.
Do you prefer to find your crowd or design for an audience?
Costume Quest hit a lot of the comedy/difficulty/mechanics that I personally really enjoy.
#GameDesign #GameDev
Game economy 101: Sources = Sinks.
Players need ‘sources’ of commodities AND
places to ‘sink’ (spend) them.
Red Dead Redemption: Undead Nightmare had limited ammunition, so it was a big decision to fire or give bullets away.
#GameDesign #GameDev
Game economy 101: Sources = Sinks.
Players need ‘sources’ of commodities AND
places to ‘sink’ (spend) them.
Red Dead Redemption: Undead Nightmare had limited ammunition, so it was a big decision to fire or give bullets away.
#GameDesign #GameDev
Harvest Moon: The Tale of Two Towns simultaneously had too many & too few things to do.
You could accomplish *almost* every task, or wander empty areas looking for random collectibles.
#GameDesign #GameDev
Harvest Moon: The Tale of Two Towns simultaneously had too many & too few things to do.
You could accomplish *almost* every task, or wander empty areas looking for random collectibles.
#GameDesign #GameDev
People read all the time.
You’re reading right now!
But you didn’t think “reading”, you thought “see what's happening”.
I got players to stop & try Confines of the Law with costumes & cookies.
#GameDesign #GameDev
People read all the time.
You’re reading right now!
But you didn’t think “reading”, you thought “see what's happening”.
I got players to stop & try Confines of the Law with costumes & cookies.
#GameDesign #GameDev
A “decay” mechanic (where things get worse when the player doesn’t interact) could make a feature compelling - or an overwhelming chore.
Middle Manager of Justice added districts (happiness meters) at a fine rate.
#GameDesign #GameDev
A “decay” mechanic (where things get worse when the player doesn’t interact) could make a feature compelling - or an overwhelming chore.
Middle Manager of Justice added districts (happiness meters) at a fine rate.
#GameDesign #GameDev
Most players don’t notice the different Level Of Detail (LOD) 3D models shown at various distances.
They may call out "texture popping", but overall performance would be worse with a single model.
#GameDesign #GameDev
Most players don’t notice the different Level Of Detail (LOD) 3D models shown at various distances.
They may call out "texture popping", but overall performance would be worse with a single model.
#GameDesign #GameDev
🥱 Easy: get key->open door
🔐 Player feels smart: improvise key->open door
😵 Convoluted: need key->get vegetable->do laundry->open door
Beneath A Steel Sky had well balanced puzzles.
#GameDesign #GameDev
🥱 Easy: get key->open door
🔐 Player feels smart: improvise key->open door
😵 Convoluted: need key->get vegetable->do laundry->open door
Beneath A Steel Sky had well balanced puzzles.
#GameDesign #GameDev
In Pokémon Picross, a benefit would have been to gain energy or earn bonus currency. The only bonuses makes puzzles easier, but…
solving puzzles is what players are there for.
#GameDesign #GameDev
In Pokémon Picross, a benefit would have been to gain energy or earn bonus currency. The only bonuses makes puzzles easier, but…
solving puzzles is what players are there for.
#GameDesign #GameDev
Players may love to collect things, they will hit a point where engaging with their backlog is overwhelming.
Puzzle Swap was limited to 10 pieces a time, encouraging frequent check-ins.
#GameDesign #GameDev
Players may love to collect things, they will hit a point where engaging with their backlog is overwhelming.
Puzzle Swap was limited to 10 pieces a time, encouraging frequent check-ins.
#GameDesign #GameDev
Prepare to discuss your design with various disciplines & skill levels.
You may be trying to solve different problems.
I created Duals! as a teaching exercise for middle schoolers.
#GameDesign #GameDev
Prepare to discuss your design with various disciplines & skill levels.
You may be trying to solve different problems.
I created Duals! as a teaching exercise for middle schoolers.
#GameDesign #GameDev
Sounds simple, but think on it.
Regardless of re-writes & cuts, your game is going to have a beginning and an endgame.
Gone Home invites the players to make the unfamiliar seem like home.
#GameDesign #GameDev
Sounds simple, but think on it.
Regardless of re-writes & cuts, your game is going to have a beginning and an endgame.
Gone Home invites the players to make the unfamiliar seem like home.
#GameDesign #GameDev
Star Wars: Uprising had boxes to get gear.
The pre-animation for 1 box was the same as opening 5. For veteran players, it was quicker to open 5 at once. This holds true for crafting too.
#GameDesign #GameDev
Star Wars: Uprising had boxes to get gear.
The pre-animation for 1 box was the same as opening 5. For veteran players, it was quicker to open 5 at once. This holds true for crafting too.
#GameDesign #GameDev
It is *paramount* you play your own game... you just don’t need to top the leaderboard.
Your job is to know your systems & players.
I knew DomiNations inside & out, but couldn’t always 5⭐️ a battle.
#GameDesign #GameDev
It is *paramount* you play your own game... you just don’t need to top the leaderboard.
Your job is to know your systems & players.
I knew DomiNations inside & out, but couldn’t always 5⭐️ a battle.
#GameDesign #GameDev
Cosmetics show off individually & can encourage players to stick with your game.
Hungry Shark Evolution added in-game bonuses with equipped items; a smart move making the feature appealing to players.
#GameDesign #GameDev
Cosmetics show off individually & can encourage players to stick with your game.
Hungry Shark Evolution added in-game bonuses with equipped items; a smart move making the feature appealing to players.
#GameDesign #GameDev
👣 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
👣 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
Rite to Flight: a Point-and-Cluck Adventure is a game I hold dear. I made it with friends: many who never made a game before.
Writing a postmortem helped us—and other devs—to identify pitfall & success.
#GameDesign #GameDev
Rite to Flight: a Point-and-Cluck Adventure is a game I hold dear. I made it with friends: many who never made a game before.
Writing a postmortem helped us—and other devs—to identify pitfall & success.
#GameDesign #GameDev
Robert Gallerani had a great GDC talk about balance.
🍿🍿🍿
The term ‘popcorn’ (enemies destroyed with just 1 hit) works so well as something fun to sprinkle in among other enemies.
#GameDesign #GameDev
Robert Gallerani had a great GDC talk about balance.
🍿🍿🍿
The term ‘popcorn’ (enemies destroyed with just 1 hit) works so well as something fun to sprinkle in among other enemies.
#GameDesign #GameDev
Players get 2 moments:
🛠️ getting the upgrade
✅ using the upgrade.
LEGO Jurassic World (like all LEGO games) does great at highlighting where tools can be used - even if not currently at the player’s disposal.
#GameDesign #GameDev
Players get 2 moments:
🛠️ getting the upgrade
✅ using the upgrade.
LEGO Jurassic World (like all LEGO games) does great at highlighting where tools can be used - even if not currently at the player’s disposal.
#GameDesign #GameDev
Put a zero in the ones or tens place for balance flexibility.
Dealing
10 DMG vs 100 HP
feels BETTER than
1 DMG vs 10 HP.
I enjoyed balancing the ticket economy for Candystand.com
#GameDesign #GameDev
Put a zero in the ones or tens place for balance flexibility.
Dealing
10 DMG vs 100 HP
feels BETTER than
1 DMG vs 10 HP.
I enjoyed balancing the ticket economy for Candystand.com
#GameDesign #GameDev
While PAC-MAN 256 had many power-ups, players could only use one at a time.
If one is active, places where power-up options occur are replaced with time extensions to the current power.
#GameDesign #GameDev
While PAC-MAN 256 had many power-ups, players could only use one at a time.
If one is active, places where power-up options occur are replaced with time extensions to the current power.
#GameDesign #GameDev
Games *appear* as infinite possibility machines-but are really just cascading if-then statements.
The Stanley Parable Demonstration’s narration had the appearance more *could* happen.
#GameDesign #GameDev
Games *appear* as infinite possibility machines-but are really just cascading if-then statements.
The Stanley Parable Demonstration’s narration had the appearance more *could* happen.
#GameDesign #GameDev
I first heard this from Frank Lantz at an NYU event, but it’s the core part of Press X to Be Okay.
The stress isn’t on the screen, it’s in the input.
And the stress is real.
#GameDesign #GameDev
I first heard this from Frank Lantz at an NYU event, but it’s the core part of Press X to Be Okay.
The stress isn’t on the screen, it’s in the input.
And the stress is real.
#GameDesign #GameDev
The “party game” genre is big on this but isn’t the only way.
Professor Layton and the Last Specter ties the experience together with mini-game/puzzles placed in context.
#GameDesign #GameDev
The “party game” genre is big on this but isn’t the only way.
Professor Layton and the Last Specter ties the experience together with mini-game/puzzles placed in context.
#GameDesign #GameDev
Harbor Rescue had lots of obstacles in play:
💀I didn’t want to kill players for hitting the wall.
🧗I also didn’t want a “hold” where they could plan ahead.
🌊Instead, there’s a current pushing around the edge.
#GameDesign #GameDev
Harbor Rescue had lots of obstacles in play:
💀I didn’t want to kill players for hitting the wall.
🧗I also didn’t want a “hold” where they could plan ahead.
🌊Instead, there’s a current pushing around the edge.
#GameDesign #GameDev