Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 20, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Lessons of Design from Zoombinis

by Josh Bycer on 09/05/17 09:11:00 am

The following blog post, unless otherwise noted, was written by a member of Gamasutraís community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

In this Dissecting Design, we're taking a look at Zoombinis, and how an edutainment title featured very smart achievement and difficulty scaling design that any game designer can learn from.

Sorry for the lack of sound, I had it set lower due to the loud music, but didn't realize it was that low on OBS, which makes a laugh I did halfway through not making a lot of sense for you.

0:00 -- Intro

3:07 -- General Puzzle Gameplay

8:28 -- Pizza Tangent

9:23 -- Trophy Room Achievement Design

16:32 -- Final Thoughts and Lessons Learned

Check out the Game-Wisdom YouTube channel for daily videos and new Dissecting Design pieces each Monday.


Related Jobs

Insomniac Games
Insomniac Games — Burbank, California, United States
[01.19.18]

Technical Art Director
Lucky Charm Games
Lucky Charm Games — Altadena, California, United States
[01.19.18]

Web Developer - Front End
Blackstorm
Blackstorm — Mountain View, California, United States
[01.19.18]

Studio Game Engineer
Telltale Games
Telltale Games — San Rafael, California, United States
[01.19.18]

Senior Tools Engineer





Loading Comments

loader image