Clarity by Design
Sit down, son. It’s time we had a talk about where video games come from. You see, when a designer loves a game idea very… Read More »Clarity by Design
Sit down, son. It’s time we had a talk about where video games come from. You see, when a designer loves a game idea very… Read More »Clarity by Design
The hard part of playtesting a game prototype isn’t the playing. It’s the testing. (If the playing is the hard part, you’re either suffering some… Read More »Playtesting 1, 2, 3… is this thing fun?
Last week, I wrote about finding your game’s atom — that is, the smallest possible element of your game, the mechanic that actually defines your… Read More »Monsters and Molecules
I found myself inspired by Sean Preston’s recent post on his Reality Blurs blog. In it, he pondered the viability and appeal of a small,… Read More »Atomic Game Theory
The best way I’ve found to design a good game is to design as many bad games as you can, as quickly as you can.… Read More »Game Prototyping Toolkit: A Handy Checklist