Designing Outside Yourself

Designing Outside Yourself

A good designer can make something they love shine. A great designer can make something they hate shine. Now, this doesn’t mean you should go…

Euro and Ameritrash: Why Blanket Terminology is Hurting Us

Euro and Ameritrash: Why Blanket Terminology is Hurting Us

You have a game. Maybe you made it, maybe you bought it, and you want to play it with someone else. When they ask you…

Graphic Design: Prototyping Priorities

Graphic Design: Prototyping Priorities

Many people think of graphic design as making things look pretty, but it is far more than that, and is an important aspect of anything…

Subtext and the Dangers of Default Design

Subtext and the Dangers of Default Design

What is default design? Default design is a body of design choices, particularly thematic, that you don’t think about. You include them in your game…

Game Idea vs Game Product

Game Idea vs Game Product

It’s okay to create a game that’s just for you or your friends. But when thinking about sharing it with a wider audience (whether that’s…

Theme vs Mechanics: The False Dichotomy

Theme vs Mechanics: The False Dichotomy

Most conversations about theme and mechanics treat games as if those are the only two elements a game has. Some comments make it seem like…

Experience vs Mechanics

Experience vs Mechanics

As game designers, and even just as players, we often think and describe games by their mechanic. These are the gears of the game: the…