Mark Venturelli does game design under the name Rogue Snail. He designed Dungeonland, Relic Hunters, Chroma Squad and Star Vikings. He's also the creator of charity event Super BR Jam.
He blogs about design here: http://www.roguesnail.com/
Contact him on venturelli [at] roguesnail [dot] com
or on twitter @markventurelli
A quick rundown of my design process for finding a good core gameplay system
More in-depth discussion on character movement, with a playable example.
Game design is primarily choice design. How many choices do you want to present your players with?
Stiff movement in your game is a deadly sin, so I provide a few tips to smooth that sucker out and save your soul.
A look back at how I built my game design skills on top of 6 years of failed designs.
I kick off a series of articles on game feel with a very useful tip for 2D and 3D platformers: the "Ghost Jump".
[Blog - 09/04/2014 - 10:41]
[Blog - 08/28/2014 - 11:27]
Well I hardly invented that, ...
Well I hardly invented that, haha. It is an adopted term, to the point that it is part of the ISO definition of Usability. r n r nUser Experience satisfaction : Meeting user r npragmatic and hedonic goals related to the r nexperience and outcomes of interaction. r n r ...
[News - 08/28/2014 - 01:00]
[Blog - 08/21/2014 - 10:26]
[Blog - 08/13/2014 - 05:01]
[Blog - 08/10/2014 - 02:42]
Thanks for the kind words, ...
Thanks for the kind words, everyone. I 'll keep posting new articles here on Gamasutra and my blog. You can sign up for my newsletter if you want to keep track of my article releases: www.roguesnail.com/