Justin Reeve's Blog
Justin is a game journalist. He's also a pilot and professional field archaeologist with a specialization in cartography. You can find some great articles about games on his website — SlowRun. You can follow him on Twitter, too!
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.
What makes Breath of the Wild uniquely Japanese? This article examines how cultural concepts can be used to guide game design.
Why do we develop such strong attachments to in-game objects? This article examines how Self-Determination Theory can be used to explain player affect.
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story - not the other way around.
The design principles underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility... at a cost.
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
Justin Reeve's Comments
[Blog - 11/07/2018 - 11:27]
This is a really great ...
This is a really great translation. Thanks for sharing I 'm sure that many people will find it helpful for understanding the concept.
[Blog - 09/10/2018 - 09:43]
I 'm really glad that ...
I 'm really glad that you liked my article You 're absolutely right that many level designers likely practice placemaking intuitively. Hopefully formalizing the process will help with workflow Here 's a short list of books if you 're interested in reading more about space and place: The Production of ...
[Blog - 07/30/2018 - 11:02]
I 'm really glad that ...
I 'm really glad that you enjoyed my article I definitely have some recommendations for books on architecture. The most relevant in this particular case would be An Architectural Approach to Level Design by Totten. It 's about how architectural principles and ideas can be applied directly to video games. ...
[Blog - 07/22/2018 - 09:41]
I don 't think that ...
I don 't think that Breath of the Wild 's designers have explicitly mentioned using Montessorian methods. They did outline their design philosophy at the 2017 GDC, though. The approach which they described is definitely Montessorian . Nintendo has always taken a very consistent approach to game design, so it ...