I am a game designer, programmer, and writer running my own independent studio, Lit A.F. Games.
My favorite part about games is the wild, crazy, and out of the box game mechanics we see in games today. I hope to not only make these games myself, but take an analytical approach at these mechanics and why we love to play them so much.
A detailed look at the design of each enemy in Tomb of the Mask. A Pac-Man collect the dots in a maze style game for iOS and Android. The ghosts ain't got nothing on these bats, snakes, and flying monkeys.
Ever wonder how to make a game 'feel good' without adding anything that changes gameplay? Slime Road does just that with some very simple strategies.
A word game with an endless supply of crowdsourced puzzles. This is a design analysis for this fascinating and unique puzzle game.
A level based game with no level selection? Not even a total level count? Why Ketchapp made this design decision and more.
A detailed look at the game mechanics underlying Space Frontier 2
This arena based io game has a very elegant difficulty curve. As the player conquers more territory, the game space shrinks, making the game more hectic!
[Blog - 06/10/2019 - 10:24]
This is such a great ...
This is such a great paper. Great job r n r nI know these patterns exist, but putting a name to them really helps. I plan to add these to a running list of design concepts I refer to when making games.
[Blog - 06/03/2019 - 10:26]
Wow this is awesome Going ...
Wow this is awesome Going to read the other posts you 've put up. These mechanics are insane. It 's crazy to think you can 't really do the MGS controller port thing anymore since controllers are all wireless and stuff. I wonder how that works on an emulator