Writer on the game #BLUD. Formerly: Unity/Big Huge Games/Candystand.com.
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.
Are things just "bad"
or are they
REAL BAD™️?
Orion Trail increased a chance at success via character stats or crew members, but critical pass/fail was always a possibility.
#GameDesign #GameDev
Are things just "bad"
or are they
REAL BAD™️?
Orion Trail increased a chance at success via character stats or crew members, but critical pass/fail was always a possibility.
#GameDesign #GameDev
Repetition is a bare minimum requirement for giving feedback. Players naturally look for links between repeated sounds or assets if there is little else to go on.
Proteus had little/no guidance.
#GameDesign #GameDev
Repetition is a bare minimum requirement for giving feedback. Players naturally look for links between repeated sounds or assets if there is little else to go on.
Proteus had little/no guidance.
#GameDesign #GameDev
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
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
Get outta here with this normalization bullshit.
automaton-media.com/en/news/its-...
Get outta here with this normalization bullshit.
I've been digging through the archives of screenshots/sketches/photos preparing for the #BLUD post-mortem. Join me at 11am Saturday to see how we crafted the vampire-fighting cartoon adventure game!
@exit73games.bsky.social
I've been digging through the archives of screenshots/sketches/photos preparing for the #BLUD post-mortem. Join me at 11am Saturday to see how we crafted the vampire-fighting cartoon adventure game!
@exit73games.bsky.social
The internet can be an unkind place. If you’re successful, people will look to “fast follow” your design.
If you make an homage to a classic, try to add something new or novel.
#GameDesign #GameDev
The internet can be an unkind place. If you’re successful, people will look to “fast follow” your design.
If you make an homage to a classic, try to add something new or novel.
#GameDesign #GameDev
Achievement Unlocked was all about, well, achievements!
A savvy player could earn several at a time once they understood what was being asked of them.
#GameDesign #GameDev
Achievement Unlocked was all about, well, achievements!
A savvy player could earn several at a time once they understood what was being asked of them.
#GameDesign #GameDev
Santa’s Sleigh Dash was a touchscreen window display game at the NYC Macy’s, Christmas 2014. The sleigh was HUGE on screen, helping the everyone learn the game and pick up collectables.
#GameDesign #GameDev
Santa’s Sleigh Dash was a touchscreen window display game at the NYC Macy’s, Christmas 2014. The sleigh was HUGE on screen, helping the everyone learn the game and pick up collectables.
#GameDesign #GameDev
I was thrilled for the chance to re-imagine @atari.com’s game Witch Hunt! This spooky season, I invite you to explore the abandoned grounds around the witch's mansion.
Built in Portal’s no-code engine, it’s playable for free now in your browser!
I was thrilled for the chance to re-imagine @atari.com’s game Witch Hunt! This spooky season, I invite you to explore the abandoned grounds around the witch's mansion.
Built in Portal’s no-code engine, it’s playable for free now in your browser!
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
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
Gunstringer: Dead Man Running had obstacles with many ways to get around them. These split-second decisions could lead to analysis paralysis. (Freezing instead of deciding.)
#GameDesign #GameDev
Gunstringer: Dead Man Running had obstacles with many ways to get around them. These split-second decisions could lead to analysis paralysis. (Freezing instead of deciding.)
#GameDesign #GameDev
e-gahhd.itch.io/towel-washin...
e-gahhd.itch.io/towel-washin...
Affordances are often discussed in designing physical goods.
Can a player know what to do by looking?
Onomastica’s based play on using words as the nouns or verbs they represent.
#GameDesign #GameDev
Affordances are often discussed in designing physical goods.
Can a player know what to do by looking?
Onomastica’s based play on using words as the nouns or verbs they represent.
#GameDesign #GameDev
Lots of games will set the timescale close to zero to slow down the impact of a big moment.
Michael Jackson’s Moonwalker effectively does the same, as all enemies stop attacking to dance along.
#GameDesign #GameDev
Lots of games will set the timescale close to zero to slow down the impact of a big moment.
Michael Jackson’s Moonwalker effectively does the same, as all enemies stop attacking to dance along.
#GameDesign #GameDev
It’s not a bug, it’s a feature! 😉
While I didn’t work on Suddenly, Thousands I could see how controlling multiple characters with 1 input could be accidentally emergent design when trying local multiplayer. #GameDesign #GameDev
It’s not a bug, it’s a feature! 😉
While I didn’t work on Suddenly, Thousands I could see how controlling multiple characters with 1 input could be accidentally emergent design when trying local multiplayer. #GameDesign #GameDev
Are players invincible to each other?
Do they take collateral damage?
Can they die?
A playful nudge in Battleblock Theater could complete a level or knock you to your doom. #GameDesign #GameDev
Are players invincible to each other?
Do they take collateral damage?
Can they die?
A playful nudge in Battleblock Theater could complete a level or knock you to your doom. #GameDesign #GameDev
#indiedev #gamedev #itchio
#indiedev #gamedev #itchio
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
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
A health pack when wounded > a mountain of bullets.
Do players have a chance to get what they need when they need it?
No one needs a blue shell in 1st place.
#GameDesign #GameDev
A health pack when wounded > a mountain of bullets.
Do players have a chance to get what they need when they need it?
No one needs a blue shell in 1st place.
#GameDesign #GameDev
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
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
The thing your player does - more than combat or crafting or anything else - is MOVE.
Is there rhythm in tapping to run faster?
Chaotic dodge-rolling all over the place?
Spider-Man 2 nailed web-slinging.
#GameDesign #GameDev
The thing your player does - more than combat or crafting or anything else - is MOVE.
Is there rhythm in tapping to run faster?
Chaotic dodge-rolling all over the place?
Spider-Man 2 nailed web-slinging.
#GameDesign #GameDev
Presenting multiple puzzles to give players freedom on where to start. Funnel down to just 1 puzzle along with story beats.
Clockwork Tales: Of Glass and Ink weaved puzzles+locations to great effect.
#GameDesign #GameDev
Presenting multiple puzzles to give players freedom on where to start. Funnel down to just 1 puzzle along with story beats.
Clockwork Tales: Of Glass and Ink weaved puzzles+locations to great effect.
#GameDesign #GameDev