Today’s post is going to be aimed at a philosophical point about game design. The term “Game Design” and by extension “Game Designer” are very wide terms, because there is no one perfect explanation for either. Due to that, I want to talk about what makes game design different, and why this is both good and bad.
Today’s Industry Insight is on the Dangers of Going Big, or when a studio decides to go all in on an unproven concept. I talked about why there is such an allure of doing this, and the rewards and dangers of doing so.
Game genres feature wildly different skill sets and understanding, and you cannot translate what you know in one to others.
Starting off on the right foot when it comes to showing your game off is crucial. I’ve talked before about how you usually have about 15 minutes to convince someone to keep playing your game. For this post, I want to focus on the three kinds of possible video game intros and the implications of each.