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!