Brandon Kidwell's Blog
Game Design graduate from the University of Advancing Technology. I have a great passion to design and provide creative direction in games. I am interested in exploring ways of providing entertainment but maintaining great customer relationships and integrity.
I research game design theory and practices to better facilitate gameplay and user experience. I have worked on various tabletop and Live Action Role-playing games as well as a few indie game projects. I strive for the industry to establish better forms of education and entry-level work forms. I'm also an avid fan of fantasy and RPG genres and plan to release several RPGs in the future.
I'm always looking for people to talk with about game design and opportunities in the industry, so feel free to contact me anytime at firstname.lastname@example.org.
Portfolio Site - KGD Portfolio
Blog Site - KGD Blog
Here are my top 5 games from 2014. These 5 are the ones that hit a spot when playing that many of the other games did not. These are my opinions, so you may not agree with them and that's ok!
My thoughts & opinions on Mechanic Traps.
Mechanic Trap: A mechanic purposefully or accidentally designed to look beneficial to the player but doesn’t provide appropriate benefit.
Games are meant to be entertainment. Just like any other source of entertainment the goal is to provide this entertainment for a fee. Different models of payment helps different types of games...
Did you know that majority of games, especially competitive games do not support color blindness?
Something that seems to come up over and over these days is how difficulty in games is decreasing, causing seasoned gamers to look elsewhere and involving more casual players. To an extent this is somewhat true, but I believe it is important to have games
Brief overview on how the industry is splintered into "what is" and "what is not" a game designer. I touch briefly on all the major positions and how they can be viewed.
Brandon Kidwell's Comments
[Blog - 02/25/2015 - 01:15]
Solid examples of using cover ...
Solid examples of using cover to better engage the player. This kind of engagement is a lot more meaningful then say leaning against a wall for cover. It has a lot of play and counterplay options that cause the player to be more mobile and interactive.
[News - 02/12/2015 - 04:02]
[News - 02/05/2015 - 01:00]
I believe an even bigger ...
I believe an even bigger issue than that is how SoFS is not an upgrade for PC players, it is an entirely new purchase for an update to the game. It makes sense for PS4 and Xbox One owners who didn 't have previous access to the game. r n ...
[Blog - 11/03/2014 - 03:43]
I think getting away from ...
I think getting away from numbers and stat building would be a great idea myself, as RPG elements are all too common in today 's games. It would be refreshing to see a return to more skill based games. r n r nI don 't think Skill has anything to ...
[Blog - 12/27/2014 - 09:11]
I believe I was pointing ...
I believe I was pointing out the difference between the two, not covering it up. However I am saying that the two do exist and it isn 't a bad thing. r n r nThose who want to play Baseball can casually do so at the park but those who ...
[Blog - 10/30/2014 - 03:49]
When you work with players ...
When you work with players in a live game service, you ll often have multiple threads in the forum or many blog posts talking about how one class or character is completely over- or under-powered, or why one particular weapon is a huge rip-off, or reasons that your carefully balanced ...