PrisonArchitect (1)

Random or procedurally generated elements in game design have become a popular mechanic to add replayability and depth to games these days. Keeping the player guessing is a great way to keep them coming back, and we see this a lot in the rogue-like genre. However, randomness does come at a price and can cause problems of its own that I want to talk about.

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#6 is a game that is just on that bubble for me between the bottom and top 5. While this may be part of a series, this is the first one to achieve colossal success; even more so by beating a AAA competitor in the same genre.

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CitiesSkylines (6)

Today’s post on UI design takes us to one of the bigger quality of life features you can add as a game designer. Games built around multiple systems and screens of information can become very daunting for players to go through in an attempt to learn what’s going on. The problem is simple: How do you figure out what’s the important information out of everything on screen? The answer is the use of Smart UI design and how it helps a player by cluing them in on what’s important.

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This week on the Perceptive Podcast, I sat down with game designer Karoliina Korppoo from Colossal Order to discuss Cities Skylines and the city builder genre.

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