Teddy Phan's Blog
2012 - 2016: working at Emobigames (new name Hikergames), Vietnam as GameDesigner
- Dai Minh Chu (Mobile): https://minhchu.sohagame.vn/
- Mong Vo Lam (Mobile): http://mongvolam.sohagame.vn/tinh-nghia-giang-ho
- Eraser (Mobile): https://play.google.com/store/apps/details?id=com.hikergames.eraser
- Toy Odyssey (Steam - PC): http://store.steampowered.com/app/392410/
2016 - now: working at G2 Studio - VTC Intecom,Vietnam as Lead GameDesigner
- Dead Arena (Mobile): https://play.google.com/store/apps/details?id=com.vtcgame.deadarena
These what I figured out during playing game and comparison. I have tried some of the rules in the implementation of my game ideas. I hope it is useful for you!
When Tower Defense games mentioned, people often think of Icy Tower, Splash Damage Tower ... or Enemies with all the special features. But in my experience, building a mechanics with a clear rule system will be a solid direction for future creativity.
Although game production is an artistic and creative industry, it also has its own rules so that it do make difference with the other. The nature of this industry is normality, is the ability to calculate volume-speed-resources, and even reuse ability.
Making games is to make money, and make money to make more games so as much as possible. So what if you are the person doing this part, what will you do?
The hidden gaps in GDD are the distances from what you write to the actual thing, which stems from a lack of understanding of the core of the problem and lets others handle it themselves.