Wesley Rockholz's Blog
Co-founder of Yes And Games, creator of Adventure Guild. My blog serves as a channel to organize and convey my thoughts and opinions on the game design process.
A game design deep dive into Ubisoft Montreal's new medieval fighter For Honor, with discussions on core mechanics, communication, and game balance.
Postmortem for our Ludum Dare 34 entry, Escape Squad, an isometric shooter with a twist... hah.
5 things I learned about game design after playing XCOM: Enemy Unknown.
How can you foster a community in your game naturally and without irrelevant conversation or toxicity?
I brainstormed 10 questions that have the potential to produce valuable insights in almost any playtest questionnaire.
Reflecting on my first attempt at a stop-motion animation film.
Wesley Rockholz's Comments
[Blog - 09/29/2014 - 01:05]
1. The point I was ...
1. The point I was trying to make is that exploiting the functionality of saving and loading a game can be used to cheat a dice-rolling system, whereas from the designer 's perspective dealing with both the success and failure of dice-rolls is a part of the overall game. In ...
[Blog - 04/25/2014 - 03:38]
Interesting, thanks for pointing the ...
Interesting, thanks for pointing the Journey stuff out. I haven 't spent much time playing it but it was pointed out as an edge case in a discussion. Thanks for the corrections, I 'll do some editing.
[Blog - 04/18/2014 - 07:47]
Hey, thanks for the feedback ...
Hey, thanks for the feedback r n r nYou 're right, I focused a lot on competitive games here, probably because the class I 'm TAing for right now is mostly making multi-player board games so I 'm in that mindset. r n r nPlatformers, adventure games, puzzle games are ...