Mark Venturelli does game design under the name Rogue Snail. He designed Dungeonland, Relic Hunters, Chroma Squad and Star Vikings. He's also the creator of charity event Super BR Jam.
He blogs about design here: http://www.roguesnail.com
Contact him on venturelli [at] roguesnail [dot] com
or on twitter @markventurelli
A look at how introducing randomness solved the pacing issues of my Puzzle/RPG game.
Making a case for removing difficulty settings from your design - or at least using them better!
I spent the last year iterating on dual-stick shooter controls for my indie game. Here's everything I've learned.
Empathy is the most important game design skill you could ever develop.
A quick rundown of my design process for finding a good core gameplay system
More in-depth discussion on character movement, with a playable example.
[News - 10/23/2018 - 04:07]
Isn 't the practice of ...
Isn 't the practice of not including someone in the credits criminal I am not familiar with US law so I 'd love if someone could clear that up
[News - 10/17/2018 - 05:29]
The game is very political. ...
The game is very political. Every media creation is. At least they are finally owning it up and stating the obvious reason for not disclosing their stances.
[News - 09/24/2018 - 03:35]
[News - 10/02/2017 - 06:27]
Haven 't logged in to ...
Haven 't logged in to comment in Gamasutra for a while, but this time it was worth it: r n r nGood riddance r n r nOur industry and our players do not need scammers and parasites.
[News - 07/26/2016 - 01:07]
[Blog - 06/24/2016 - 10:49]
Hi Kyle, John and Tristan, ...
Hi Kyle, John and Tristan, thanks for commenting I do feel, however, that my message may not have come across as intended. r n r nKyle, I didn 't use SMB as an example of how to balance a game without difficulty levels , I used it as an example ...