Caleb Compton's Member Blogs
If you play video games, odds are that you have slogged through countless boring tutorials. What if I told you there was a better way to teach your players than to front-load them with too much info? This article looks at how to teach through design.
These days it is all too common to hear that games are becoming less and less original. But is this the case?And what does it even mean to be original in the first place? This article looks at some ways to make your game feel original by adding personalit
RPGs are one of the most deceptively complex game genres out there. It's easy to spot a First-Person Shooter - you shoot things in first-person. However, RPGs are not so simple. In this article we get to the bottom of what defines this elusive genre.
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
It's no secret that the field of video game design is full of copycats. In this article I look at one particular copycat - Temtem, a kickstarter game based on Pokemon. I look at how close two games can get, and if the changes to stand out are worth it.
Everybody wants their game to be the best. Because of this, it can be tempting to add as many cool features as possible. Unfortunately, this tendency can be dangerous and even kill the game entirely. In this article we learn how to avoid feature creep
The Magic circle is a magical world that players step into when entering the world of the game. However, it is also very misunderstood from a design perspective. This article looks at some misconceptions and new ways to design games with the magic circle.
Since it was revealed that Elder Scrolls 6 was in production at E3, rumors about this game have been running wild. In this article I give my personal hopes and predictions for the next Elder Scrolls games.
When it comes to designing video games, camera position may not seem like a big deal. This article looks at how camera perspective can actually have a major effect on the design of the game, as well as how the player perceives the game.
Most people know who directed their favorite movie or wrote their favorite book, but the people who make games are often unknown. In this series I hope to spotlight some of the best game designers around starting with an all-time great, Shigeru Miyamoto
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