Setups
Review This is one part in a series of articles that attempts to explain how I think when I design. The purpose of these articles is not as much to…
Spectra
Intro Chromaticity diagram for the CIE 1931 xy. Because spectrum. This is one part in a series of articles that will attempt to explain how I think when I design.…
June Q&A Session Video
Hey all, here is June's Q&A Video:
Game Mechanics
Intro cuz game mechanics!! This is one part in a series of articles that will attempt to explain how I think when I design. The purpose of these articles is not…
Choice Fields
Intro A "Choice" Field. Get it? Eh? Eh? Why do I bother? This is a part of a series of articles that will attempt to explain how I think when…
A Game Design Methodology
Intro: This is the first of a series of blog posts which will try to convey my overall design methodology, which I’ve nicknamed Trinity for now. It’s a big task, and…
Quick Tip: Boss Battles
Another short tip: The rule of threes is very obvious in most boss battles, but the rule of seven is less so. I've outlined a simple one below to get…
Quick Tip: Where do you start?
Game design is a circular problem, and figuring out where to begin can drive even the most seasoned professional a little batty. Where do you start? For example, let's say…
Quick Tip: Questions
A game asks its players questions, and players answer the questions with the tools given to them. A good way to come up with questions for the player is to…
Quick Tip: The Rule of Seven
When pacing elements of your game, put them in batches of 7 at a time. Then pace them like this: 3-2-2, with a rest between each section. This is a…