Gwent (4)

Video game balance is a multi-layered topic that varies depending on the genre and design. From spells in a RPG to cards in a CCG, we could have posts dedicated to all of them. However, every game ever made in terms of balance boils down to three variables for the designer to think about.

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Today’s Critical Thought looks at the complexity of movement in game design. For this video, we focused on 2D design and how there are a lot of small, but important details to keep track of when designing your movement system.

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