Blog Archives

 

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.

Designing Enemies: Bringing it Home

The player requires only the moves that get the job done in the coolest way possible.

 

December 24, 2010

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Designing Enemies: Actions Reactions and Results

All moves are broken down into three stages: Action, Reaction, and Result. The player performs some action, his opponent reacts, and it results in both of their status changing