Thais Weiller's Blog
Thais Weiller worked on Oniken, Odallus and Rainy Day, holds an M.Sc. degree on Game Design from Universidade de São Paulo and co-founded JoyMasher along with Danilo Dias. You can check her portfolio or stalk her over her twitter.
For the two past decades, people from all walks of this big industry we call games have been wondering "are games art?". These questions are commonly followed by a resounding self-answered "yes".
I politely disagree.
Read it if you want to know wh
Use your own personal experiences to create games and have unexpected results.
An approach to design process based on historical research, creating game aesthetics and mechanics based upon such a research.
Games are a medium on its own terms. As such, a simple thing as telling a story can be done in many other forms beside written text. In this post, I talk about how was creating the world of Odallus and telling its story.
There are some well established game design "rules" that though make sense in many situations are not universally applicable. This article discuss some of them and some situations in which they are just silly.
A short text about the importance of player feedback on game design focusing on mobile games. Some examples of how to use feedback elegantly.
Thais Weiller's Comments
[Blog - 07/09/2013 - 10:46]
I don 't say they ...
I don 't say they are no good, I say many people affirm they are. I do believe they must be used with caution since they are so hard to balance in a way that feels fair to the player Monopoly, for instance, don 't feels fair to me but ...
[Blog - 06/20/2013 - 09:42]
I love the whole notification ...
I love the whole notification system on DE: HR, from the augmented reality pop-up signs no the sleek and neat quest log The best part of it, IMO, is how it has different levels of information for different players and it never push a bunch of data in the player. ...