Caleb Compton's Member Blogs
These mechanics might not be obvious, but that doesn't mean they aren't important. Let's take a look at some mechanics that you probably never even knew were there!
The third part in the ongoing "Evolution of Pokemon Design" series, this one looking at Generation 3. It examines design themes, trends and motifs among these Pokemon to see how they have changed from previous generations.
Everybody wants their favorite character to join Smash Bros., but what does it actually take? This video looks at the process of designing a Smash Bros. character from concept to implementation to see how much work actually goes into these characters.
Sid Meier has been working in the industry for nearly 40 years, and has produced countless classic games. In this video I talk about his history in game design, before digging into his design philosophy and how he makes his games.
Pokemon designs have changed a lot over the past 20 years. In today's video, I take a look at the designs of Pokemon from Generation 2 (Gold, Silver, and Crystal) and see how they have evolved since Generation 1.
Fractals are some of the coolest things out there, and can be found everywhere from math to vegetables. But how can fractals help with game design? Lets find out!
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!
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