Caleb Compton's Member Blogs
Moving a character is so common in games that players and designers often take it for granted. However, while it can be tempting to use the default movement options in a game engine, designing great movement can make simply controlling a character fun
Difficulty in games is a topic that has gotten a lot of discussion in the last few months. Are modern games too easy, or is that just what players want? Should players be able to choose difficulty, or does that dilute the gaming experience?
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.
In this installment of Game Designer Spotlight, I look at the acclaimed director of the Metal Gear Series and Death Stranding. How did he get started making games, what is his design philosophy, and how did his love of film influence his designs?
Pinball may seem like it has always been around, but where did it come from? This article looks at the ancient historical beginnings of this game, and how it evolved into what we know today.
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
Over the past few decades computers have completely revolutionized gaming - not just as tools, but as players. Computer players have beaten human opponents in dozens of different games, but are there some games that they can't play?
Since Kingdom Hearts II was released way back in 2006, fans have been waiting for the next console entry in the series. However, when it finally released it did not live up to expectations. In this video I look at why I think this game didn't work.
New technology has allowed for unprecedented levels of realism in modern games. While this has undoubtedly led to some incredible games, it can also be detrimental. This article looks at when to use realism to help your game, and when it can hurt.
Magic: The Gathering has been one of the most popular tabletop games in the world for over 25 years, but as any player can tell you it can be quite an expensive hobby. With some cards going for hundreds of dollars, how has Magic sustained this bubble?
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