Category: game design


  • Whenever I have the chance I ask friends or family what games they’re playing and what they think about them. But the nicest insights I get when we talk about what other games they played but abandoned eventually. I think we game designers expect players to tell us that they churn in a game because […]

  • It’s been a couple of weeks already, but I figured it would still be nice to take a look at my notes and put together a couple of things I learned over there. Here we go! (You’re invited to add yours on the comments below :D) Game development has a love/hate relationship with frustration Dave Gilbert […]

  • So I’m reading Don’t make me think, a common sense approach to web usability (written by Steve Krug). And I’m amazed when I see the writer takes examples from classical written news design to illustrate usability rules that are relevant on today’s digital world. I was surprised mostly because I studied many of them about six […]

  • I have mixed feelings towards Little Nightmares, because as a player, I don’t treasure the moments of extreme frustration, even if the outcome of overcoming the challenge seems to be promising. As game designers, our goal is to entertain, so flirting with negative emotions and responses is always a risk. However, the way I see […]

  • I was recommended Construct about a year ago by a fellow programmer. He assured me that I, as a Game Designer without an extensive programming knowledge, would be capable of using it to build my own prototypes and indie projects by myself. After further research I discovered the engine had actually been around for years, so […]