Monthly Archives: November 2010

 

November 17, 2010

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The Separation Between Good and Great Levels

Great levels are defined by three important qualities: visibility, telling a story and accomplishment.

The Five Layers of Player Satisfaction

The task of designing a new combat system, or any system, for a brand new game can be daunting, especially when staring at the insidious blank page. For me, as a scientist, it is incredibly hard to start from nothing. I am envious of designers that can start from nothing and imagineer fantastic worlds. Out [...]

 

November 8, 2010

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How To Make a Scary Game

The answer of how to make a scary game is actually quite simple: create scary situations for an Avatar with whom the player feels an empathetic connection.