Caleb Compton's Blog
I am a Master's student in Computer Science and graduate teaching assistant by day, tabletop and video game designer by night. I write a weekly blog on all sorts of different gaming topics, including design, history, strategy and theories.
Movement systems in games are often taken for granted, but how your movement feels can make or break your game. What makes a movement system good, and how can you design great movement in your own games? Lets find out!
Pokemon designs have changed a lot over the last 23 years. In this series I look at how they have evolved based on design trends, developer interviews, and technical limitations. This first entry looks at the games that started it all - generation 1.
The has been a lot of discussion around Pokemon Sword and Shield, but with so many opinions it can be hard to get the full story. This video tries to examine the evidence on both sides to find out why the National Dex was removed, and if Game Freak lied
Sid Meier once described games as "a series of interesting decisions". But how do you design interesting decisions in your game? And what are the pitfalls to avoid when trying to design interesting decisions? Lets find out!
Happy Halloween! From their ancient egyptian origins to their use in modern divination, and everything in between, today's history of game design will look at the full story of the mysterious Tarot deck.
Last week I looked at the first six dungeons in Ocarina of Time, and gave my thoughts on where they rank. This week I finish the job and rank the remaining 6!
Caleb Compton's Comments
[Blog - 08/07/2019 - 10:29]
I think there is a ...
I think there is a fine line between making a situation seem incredibly difficult, and making it seem impossible. That line can certainly shift from person to person - a situation that seems reasonable to one person might seem impossibly difficult to another. One thing that I appreciate about the ...
[Blog - 04/24/2018 - 10:38]