Remove Balance Remove Game Designer Remove Playtesting Remove Prototyping
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How to Work in a Team in the Board Game Industry

Brand Game Development

Early in 2013, our local game store owner mentioned that there were other designers in the area. We had our first game design meetings, which I continued to organize and have been running since. Along with handling all the business, Ben has playtested and helped develop our designs.

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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

I assumed it was mostly for fans but after watching all 32 episodes (on 2x speed, skipping some parts) I've changed my mind and now I think it's essential viewing for all game designers / devs. Outside of game design, there's a growing tide against "design thinking" style methods, see "Design thinking was supposed to fix the world.

Art 59
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A dramatic design shift for Spellstorm

Keith Burgun

It’s good at moments like these – moments where you’re kind of at a loss, and wondering whether you’re maybe just a bad game designer or something – to just ask yourself, what am I trying to do here? I really appreciate the design work that’s happening in this space, and I want to be a part of it.

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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Exiles Prototypes. Alien Artifacts.

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Istanbul Gaming Summit 2023

Deconstructor of Fun

He stressed that games should hold true to the brand’s values, citing Star Wars: Galaxy of Heroes as a perfect product-market fit. Diversify revenue model Cilingir urged game-makers with games skewed heavily toward either ad or IAP-based monetisation to balance their revenue mix.

Games 59
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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

In an attempt to make content more scalable, PVE design borrowed a page from PVP and the team built new PVE modes as rule-sets that could be applied to any map by a game designer through simple tooling vs. baked in-experiences on custom maps. Lightspeed came in with a mobile rendition of a single player campaign mission.

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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

Perfect board game pacing is one of the most underrated aspects of board game design. Somewhere between overwhelm and ennui, there lies a middle ground where a game is perfectly paced. A great board game feels challenging and interesting throughout. In playtesting, the time between turns has rarely been an issue.

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