What do you mean they’re not the same?

Posted by on apr 28, 2019 in Blog, Game Design | No Comments

After a few popular tweets (15 likes!) about UX design in games, I figured I’d write a few posts on the topic. Out of necessity I’ll have to keep it generic, and the games I use as examples should not be seen as good or bad, they’re just illustrations. Likewise, the examples I use as […]

The Grand Unification Theory of Game Projects

Posted by on okt 24, 2015 in Blog, Production | No Comments

This post is reblogged from discordia.se This is a trick title. There is no such thing as a Grand Unification Theory of Game Projects. The Best Way to Manage a Project is a lie, at least in part, and anyone who tells you they have all the answers before a project starts is most likely […]

Balancing on the Edge

Posted by on okt 24, 2015 in Blog, Game Design | No Comments

This blog post is reblogged from discordia.se I was working with balancing for the game Mad Max in particular with the challenges that the game uses as a levelling up mechanic for the player character. While I was doing it, I was also playing Dragon Age Inquisition that uses a completely different level up strategy. […]

The Experience of Choice

Posted by on okt 24, 2015 in Blog, Game Design | No Comments

This post is reblogged from discordia.se A few days ago, I had a really interesting discussion with a bunch of people that I admire greatly. I will hopefully be able to tell you who they were at a later date, but I still wanted to expand on the discussion I had with them, and perhaps […]