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NINJA OUTBREAK TRAILER 2

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Level Design Primer Part 19: Familiar and Unfamiliar Space

After a hiatus, Level Design Primer returns! This time around, I want to talk about one of the evocative qualities of level design. Specifically, the ability to create familiar and unfamiliar space. But first, as a way of illustrating what … Continue reading

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Design – Soft Gates

I’ve talked before in my Level Design Primer series about Gating mechanics: mechanics that block player progress until they’ve accomplished a certain task, reached a certain location, or acquired a certain item, thus directing the order they play through an … Continue reading

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Design: Elements of Difficulty

I want to talk about different types of difficulty. A lot of times, people will describe a game as difficult without really looking deeper, which feel misses a lot of potential for analysis. I want to break down the concept … Continue reading

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Bandits and Bounties on Kickstarter

Hey, everyone.  I recently launched the Kickstarter for my upcoming Spaghetti Western Action-RPG Bandits and Bounties.    

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Design Quick-Thoughts: Optional Puzzles in Metroidvanias

I just finished playing through Super Metroid, and a thought occurred to me.  Something that is both a strength and weakness of the “Metroidvania” style of game is that sometimes you see an object out of reach, and don’t know … Continue reading

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Ninja Outbreak Trailer

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Emo McGothington Halloween Spooktacular

It’s Halloween and that means Emo Mcgothington has more candy to fight than ever!  When they made a deal with the devil, the people of the candy kingdom asked for treats, but instead they got tricked! Help our maudlin mercenary save … Continue reading

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Design: General and Specific

Today I want to talk about the relationship between specific and general elements of games. It’s something that I’ve been thinking a lot about recently. But first I should define what I mean by specific and general.

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Design: Can, Can’t, Should and Shouldn’t

The key, I think, to understanding games as an expressive medium lies in the following: Claude Shannon once famously estimated the number of potential chess games as being at least 10 to the 120th power, which, as the cliché goes, … Continue reading

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