Category Archives: Game Design

Sidescroller Level Design

2D Sidescroller Level Design 2D Sidescroller Level Design Creating a fun, well balanced level takes an immense amount of effort and multiple aspects of game design need to be in place before a single level is created. We aren’t going to go over all the planning (for instance, how to create a Game Design Document […]

Share on Facebook

Narrative Document

So often times communicating HOW a player is going to feel can be difficult. One way to describe this is writing a narrative document. This is something that is just a first person account in a section of gameplay. It might have a few images but getting across the gist of how the game is […]

Share on Facebook

Milestones: One Sheet

A  ”one sheet” (which typically is more than one page) helps you determine whats unique about your game and provides a good overview.  You might create a dozen of these when pitching projects to a publisher and they typically don’t take too long to create. When you are working on an internal/indie project this document […]

Share on Facebook

Polished Deliveries – Best Practices

When you are designing your game and your game milestones, my favorite way to develop is by polishing each feature one by one. This part is tricky to do, especially if you don’t have a lot of history built up between you and your client. They could get very nervous. The number one type of […]

Share on Facebook

Gaming and Learning

I was really happy to see this Ted talk. I remember teaching my little brother how to read through Lunar: The Silver Star back when it was important to read the dialogue in games because it told you what to do. Through my own development, I definitely see young men skipping through all the dialogue and it […]

Share on Facebook

SpaceChem: A science based indie puzzler

Recently I have been working on a puzzle title called SpaceChem and we need your help. This game is really exciting to be a part of and we are very proud of how fun and interesting it is. So my request to the CA community is to do as many of these steps as you […]

Share on Facebook

Feature Creep: Limbo – More evil children!

I thoroughly loved Limbo and what they did with the game. The presentation and ramp of mechanics is extremely beneficial to any game and Limbo presented an excellent representation. Skill ramping was smooth throughout the game. The player was able to experiment with each new technique (jumping, switching gravity) with remarkably little danger. Limbo then […]

Share on Facebook

Franchises: Know thine own

One of the first steps is to get into your franchise. If you are new to a company or have been assigned a franchise that you may not be familiar with, start visiting by reading/watching/listening to your material. If you can’t tell me the 378th Rule of Acquisition, then you clearly don’t have what it […]

Share on Facebook

Franchises: Why working on them is awesome

Franchises work like this. An owner of an intellectual property (lets take the Wheel of Time series for example) has the ability to sell the rights to certain mediums at certain prices. Typically the IP comes from a media that they are totally qualified to do, in the WoT case, Robert Jordan and Brandon Sanderson […]

Share on Facebook

What would a good micropayment system look like?

My previous post on micropayments got me to thinking about how I would go about designing a system like this. Games are huge systems and charging piecemeal isn’t inherently wrong. But games that implement micropayments should follow guidelines when ever they charge money. Each payment should purchase a system that was designed with the best intentions to […]

Share on Facebook