I am a Game Designer currently living in Berlin, working on Mobile Free to Play Games. For me, being a game designer does not end or begin at the office door. As game designers we play games differently, we take notes maybe physical, maybe digital but at least, we improve our internal model of “How Games Work”.We do that by looking at the mechanics, the numbers, comparing it to other games that we have played. We can then try to understand why things work and why some things don’t work. This is a toolset that we can utilize when we are designing a game.To help me, and maybe even you, to improve this toolset I want to share the learnings and observations I have in this Blog
There's more than one way to skin a cat. Designing games is a series of uncertain choices. How can you know what path to take? And how can designers communicate their choices whilst being uncertain about them.
In this article I will try to flesh out my understanding of how games work and what makes them so engrossing. To do this, I build my case on the works of Raph Koster’s “Theory of Fun” And Daniel Cooks’ “Feedback System”.
Analysing the System Design and Balancing of the turn based top down shooter "Halfway".
A closer look at how the balancing of the economy in Sim City BuildIt affects the player progression.
[News - 02/16/2017 - 07:12]
I would really like to ...
I would really like to listen what she has to say. But the audio quality is very poor and the game sounds make it really hard. r n r n1fun thing 1interesting thing a fun interesting thing. r n r nIs there maybe a podcast version without game sounds
[Blog - 02/14/2017 - 09:08]
Hey, r nThanks for sharing ...
Hey, r nThanks for sharing your experience. r nI have a follow up questions: r nWith going through that, what would your recommendation for other developers be r nWhen should a Dev try to satisfy the wishes of their community or when are they better off to focus their efforts ...
[News - 09/28/2015 - 04:02]
[News - 05/28/2015 - 03:57]
Nice post and nice System. ...
Nice post and nice System. I like how tghtly the emergant narrative, the mechanics, and the theme of the game are being connected by this system. r nHow punishing did you balance this mechanic to be There are plenty of effects with quite different results, how did you control the ...
[Blog - 04/17/2015 - 01:48]
Hey Zachary, r n r ...
Hey Zachary, r n r nI didnt work on that game. I apologize in case I made the impression I will fix that : r n r nRegarding your other comments: r nThis is a very complex field. First l would like to comment on your critique of the overly ...