Blog Archives

Fibonacci Game Design

Use the fibonacci sequence to design simple, clean systems that people will find pleasantly compelling.

The Art of Boss Design

Great boss fights come from good planning, so learn how to plan correctly.

Get A GRIP On Your Systems

Design happens in cycles, not steps.


November 8, 2011

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The Case For Hero Units

A simple way to simplify communication about distance.

Boss Design and the Principles of Animation

There is no truer test of the combat designer than a boss.

What Makes Combat Fun

Learn what makes combat fun through the analysis of goals, intentions, and constraints.


August 15, 2011

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Defining The Gap

“Nothing moves forward in a story except through conflict.” – Robert McKee

Game: the Verbing Noun

I have worked on five games in the past six years. I have written countless word documents, set up countless excel files, modeled levels, written code, and even drawn a few maps; but I cannot show you any of this.

Predictably Irrational Game Design

Thoughts and practical applications of the wonderful ideas presented in Predictably Irrational.

Stop Calling Them Design Docs

(the following is a reworking, and expansion of my comment on an earlier AltDev article. It got me thinking, so I thought I’d respond in full)