Today’s Critical Thought looks at the importance of being able to manage a project and how it relates to game design. Too many developers ignore project management, and it can be the unseen killer of a game project.

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Darkest Dungeon

Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.

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For this week’s dissecting design, we’re examining how the idle/clicker genre has grown in popularity among f2p design. The progression models are worthy of being studied despite the simplistic gameplay.

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Today’s Critical Thought is about the use of Collectibles in game design. I talked about how things have changed and the current function in modern titles.

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