Think back to your ideas from 5 years ago. Did you have any that you now think are wrong? I know I do. In the next five years I expect to say the same again. Game design is complicated. No matter how good you are, you’re going to be wrong a lot. If you weren’t, […]
“I still don’t understand what you do.” My father’s said this to me so many times. He’s been very supportive, don’t get me wrong. He simply hadn’t been able to connect with my work. My father wasn’t a gamer. He understood my playwriting, he understood my business studies. But games? “I just don’t find them […]
The boardgame Relic is based on Warhammer 40k characters questing through space. In that setting, there are dark bargains you can make with the forces of chaos. It’s a constant temptation, and many characters struggle against it constantly. Those that succumb often become incredibly powerful, but lose themselves to the monstrous forces. Relic pays homage […]
Let’s say you’re designing a single-play action RPG. Something a little like Dark Souls. You decide to create a job system in your game, where different jobs have different abilities. Wizard, Fighter, Rogue, Cleric, the usual. Or maybe you’re making weird and cool classes. Doesn’t matter for this post. However, you discover that your Wizard’s […]
At the end of the month I’ll be starting my new job as a Game Designer on Hearthstone. I’d love to talk about the excellent design tests I took in the process, but I can’t. Instead, I’ll show you a little something I brought of my own volition to my interivew. I was thinking about […]
People often ask me why I tend to use “she” and other female pronouns when talking about players in my design articles. The answer is the same as when people ask me about my views on replacing classically male characters with female remakes, or other examples of gender representation. Here it is: Either gender representation […]
Over the last five years every personal project I’ve worked on has been a collaboration. I expect the next five years to go the same way. Collaboration is the most fun part of design for me. You get to talk about the game or story with passionate people. You can share the thrill of solving […]
Hint: If everyone in charge of something seems to be unable to fix it, they’re probably not all incompetent. It’s probably actually a really hard problem.