GOOD GAMES – HARD CHOICES
In this piece, I discuss creating decision points in games that create satisfying yet tough decisions for players, drawing from my experience working on The Manhattan Project: Energy Empire. I am…
In this piece, I discuss creating decision points in games that create satisfying yet tough decisions for players, drawing from my experience working on The Manhattan Project: Energy Empire. I am…
Things go wrong in playtests all the time. When something goes wrong in a playtest, it may just be an anomaly of that particular game — but if the same…
Every project, team, and organization I’ve worked on, with, or for has taught me one indie lesson or another. This video highlights three lessons I learned over the four years…
I first titled this post, “I blame Hearthstone” – blame as in for completely sucking me in, perhaps to the cost of countless productive blog posts or games designed. But…
How’s your New Year’s resolution coming? Did it have anything to do with game design? Run a successful Kickstarter to self-publish your game? Have a publisher pick up your design?…
The playtest of my Secret Game X (which is in development with a publisher) seemed to be going well enough. The three other players asked questions, made big plays and…
When I started this series on basic game elements, I hadn’t considered space or time. But a helpful suggestion from a reader reminded me of space, and time was a…
s a lover of the arts, I’m always fascinated when themes, ideas, and processes translate from one genre to another. Being a student of one discipline can make us better…
The idea for my word game, Letter Tycoon, came quickly. I didn’t study what made for a good word game experience and then craft a mechanic to exploit it. I just…
In late 2015, Jeff Cornelius left me a challenge in the League of Gamemakers Facebook group: “If you make a game about mermaids,” he said, “I’ll publish it.” Well, shoot.…