Tom Smith
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thegamedesigndad.bsky.social
Tom Smith
@thegamedesigndad.bsky.social
Game designer at Roblox (ex-Disney, ex-Zynga, etc.)
Author of Anatomy of Game Design (https://a.co/d/5NQZAuK)
Opinions are my own, not any corporation's.
As always, you can’t understand a commercial game without understanding its business model. #gaming #gamedesign
November 20, 2025 at 5:09 PM
Understand how much variety your core game loop can handle. In some cases, it’s not a lot. In other cases, variety is key to keeping the game loop alive. Both work, they’re just different designs. #gaming #gamedesign
November 19, 2025 at 5:10 PM
There are plenty of wildly successful games that you can’t win. World of Warcraft. Dungeons and Dragons. Most classic arcade games. So it’s not an insurmountable design flaw, but it is something to think about when designing. #gaming #gamedesign
November 18, 2025 at 5:09 PM
Reposted by Tom Smith
there are a lot of good metroidvanias but every time a game doesn't reveal an entire upside-down copy of itself in the last act, I'm a little disappointed
November 17, 2025 at 6:42 PM
Reposted by Tom Smith
In gamedev, if you're using a placeholder asset, best practices involve marking it as placeholder so garishly and offensively clearly PLACEHOLDER that you can't possibly miss it. Also flagging that asset in the dev process so it can be identified quickly before the final build.
November 17, 2025 at 5:52 PM
When I was at Disney, I pitched a simple mobile game inspired by Bop It. Rapid prompts for simple touch controls. At some level, it’s the same game as this with different graphics. Still one of my biggest regrets that I didn’t get that one released in 2013. #gaming #gamedesign
November 17, 2025 at 5:09 PM
Reposted by Tom Smith
When you're writing a tabletop roleplaying game, the mechanics should evoke the atmosphere you want in your story.

A simple example: we're writing a cozy woodland mystery game. What are the combat mechanics like? Well, clearly there aren't any. Combat isn't part of our cozy woodland story.

But...
November 16, 2025 at 9:13 PM
Reposted by Tom Smith
The US fertility rate is 1.6 children per couple. Fertility has been below the replacement rate (of 2.1) since the 70s. Yet our population has increased from ~200m to >300m since then. Why? Immigration -- and continued immigration is the only possible way for us to keep pace with global rivals.
November 16, 2025 at 2:48 AM
Reposted by Tom Smith
If women are underrepresented in STEM, it's at least partly because men like this offer mentoring, then embarrass themselves by assuming their mentees must be into them, then decide the best solution is to cut ties, which sends the signal to other faculty that the mentee must not be good enough.
The emails have Summers reporting to Epstein about his attempts to date a Harvard economics student & to hit on her during a seminar she was giving.
November 16, 2025 at 12:13 AM
Reposted by Tom Smith
I’ve been working through The Game Designer’s Workbook by Bobby Lockhart & Erik Lang, and it’s been a blast digging into genres and design styles I wouldn’t normally touch.

It’s pushing me to think way outside my usual lanes and honestly, that kind of creative shake-up feels real good.

#gamedesign
November 14, 2025 at 7:56 PM
Leisure Suit Larry and Dispatch are very different styles of humor and writing and gameplay, but that’s part of my point - games can encompass many things and should experiment with more types of stories to find more audiences. #gamedesign #dispatch
November 14, 2025 at 5:09 PM
If you’re interested in this type of character-assignment gameplay but with replayable procedurally generated missions, try the Rebuild series. It’s zombies instead of superheroes, but it’s well done gameplay that scratches some of the same itch in a slightly different way. #gamedesign #dispatch
November 13, 2025 at 5:10 PM
Reposted by Tom Smith
Super Mario World has an extremely eclectic art style whereby many enemies are drawn in completely different ways. Development files reveal Mario went through many stylistic changes; it is possible that all the enemies were made to fit Mario, but at different points in time.
November 12, 2025 at 2:55 PM
Setting players up to fail on a story beat is always a challenge and has to be handled carefully. Players often come to games to feel successful, so managing player expectations and emotions around downturns is tough. #gamedesign #dispatch
November 12, 2025 at 5:10 PM
This game is good at understanding that not all players are coming into a narrative choice with the same goals - dialog options allow players to express different desires and interests, even if the real consequences of those actions are minimal. #gamedesign #dispatch
November 11, 2025 at 5:10 PM
Reposted by Tom Smith
anyway if dems think I'm gonna forget this shit in 5 months, they're wrong. if they think I'm gonna forget it in 5 years, they're wrong. they have fully convinced me that purging the party of these inept losers in the senate is more important than retaking the senate in the next election cycle
November 11, 2025 at 4:08 AM
Reposted by Tom Smith
Twas Brillig,
And the slithey

Beastie Boys: TOVES

Did gyre and gimbal

Beastie Boye: in the WABE
November 10, 2025 at 2:21 AM
The verbs in the actual dispatch gameplay are some of my favorites - assign, evaluate, combine creatively. Manipulating game pieces that have personality and abilities has always been something I enjoy. #gamedesign #dispatch
November 10, 2025 at 5:10 PM
This is insane and I love it.
November 8, 2025 at 12:08 AM
Reposted by Tom Smith
Hey #PitchYaGame!

Mythmatch is a Greek myth anti-capitalist merge game about the power of community over authority.

💪 Recruit and Empower the Mortals
🏠 Build and Upgrade Ithaca
⚡️ Challenge the Gods
🐐 Create Cute Creatures

Wishlist Now!
store.steampowered.com/app/1778050/...
November 7, 2025 at 2:14 PM
I’ve done some narrative design over the years, and I’ve built interactive stories that I’m proud of, but it’s always a huge challenge. You’re not writing a story. You’re building a typewriter and hoping that a million monkeys can make Shakespeare out of it. #gamedesign #roblox
November 7, 2025 at 5:10 PM
Progression can often come off as math, but a good roller coaster isn’t just bumps. It’s surprises that change more than just height. #gamedesign #roblox
November 6, 2025 at 5:10 PM
Understanding that the game’s logical goal structure is built on an economic system is important. But understanding that the game’s emotional heart is built on horror tropes and the joy of discovery is equally important. #gamedesign #roblox
November 5, 2025 at 5:09 PM
Reposted by Tom Smith
what if the S thing we've been drawing for years is just the logo of the company running this simulation
November 5, 2025 at 12:26 AM
Reposted by Tom Smith
Maybe pundits should spend more time in densely packed, left leaning urban areas where the "real Americans" live
November 5, 2025 at 2:51 AM