The “Draw-Forward” Formula

Do you know the “Draw-Forward” Formula? It’s one of the most useful tools for helping players 𝐟𝐞𝐞𝐥 𝐬𝐦𝐚𝐫𝐭. You can use it in almost any genre where players make build, gear, or loadout choices. It works extra-well in Roguelikes. When we make strategic choices in games, we’re looking for the best value. However, we’re bad […]

I’m Running a Design Bootcamp!

System design is one of the only disciplines in game development that can quietly kill a game… without anyone realizing what’s happening. I’ve seen it happen even at the highest levels in the industry, working on games at Blizzard, Riot, EA, and Sky Castle, and consulting on 26 titles… Game after game dying because their […]

When to use 4 Options instead of 3

Want to know why games like Clash Royale offer 4 choices at a time, when 3 appears to be a standard? Last time I talked about why Slay the Spire, Hades, and many more games offer only 3 options at a time and got a great response, so I’m back for more. I explained how […]