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MAKING GREAT VIDEO GAMES IS LIKE MAKING TOAST

Published on March 1, 2015, by in Game Design.

Design is Design.

I’m discouraged whenever someone asks me “what kind of design do you excel at/focus on/enjoy most?” because it tears apart at my belief that design should be all encompassing, contextual and interconnected. When something doesn’t work right, it sits in the wrong place or could be drastically improved we often say “That’s a design flaw”. Well who’s job is it to decide where each cup-holder goes in a Ford van? Is there some guy with the eccentric job title of “Beverage Augmentation Location Designer”?

Do people/HR/Companies really need to create labels for different designers? How often have you applied for “X Designer” and end up being asked only questions that relate to “Y Design”?

With that in mind check out this Design video that on the surface has “nothing to do with game design” and just soak it all in. :) #tedtalks #gamedesign

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Beginners: Reduce Scope!

Published on January 14, 2015, by in Game Design.

When making their first game, 100% of people who have never a made a game will make the same mistake.

Ok that is obviously hyperbolic, but I have yet to bump into someone working on their first game who hasn’t made this same mistake: They want their first game to be the big perfect game they imagine and want to play.

Solution: Reduce your scope!

 

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Candy Crush is Still Relevant!!!

Published on July 25, 2014, by in Game Design.

It’s amazing that Candy Crush is still relevant. Estimated to be grossing almost $1M every day!

source: ThinkGaming

I recently attended Casual Connect and people were asking how does this game continue to make money? Of course I taught a workshop on this months ago. I’ve skipped to part 4 where I begin to discuss the importance of your layout. It’s importance can’t be understated and for some reason I still see good developers give it the once over. Don’t wait for your analytics  to tell you players aren’t even looking at your store, design your layout correctly before launch!

Remember:

HOURS OF DESIGN, SAVE DAYS OF DEVELOPMENT

Check it out:

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Make free game sound effects!

Published on June 4, 2014, by in Game Assets & Tools.

http://www.bfxr.net/

Make 8 bit style sound effects for your games. Super easy with sliders and stuff. (FREE!)

No need to download you can play with it right in your browser. Check it out.

bfxr

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Slideshow of Pro Game Design Workshop 3

Published on February 16, 2014, by in Game Design.

I teach Game Design each week. People come out to learn professional skills they can take back to their studio or improve their hire-ability. Each class is designed to have a 1 hour lecture on an important design topic and then follow it up with 2 hours of hands on design and team building workshops. As you can see Game Design classes are a ton of fun.

This weeks topic was Diagrams and Communication tools. Students learned how to use Lucid Chart and Machinations to create powerful Flow Charts, Venn Diagrams, SWOT tests and Interactive Resource Flow Diagrams.

San Francisco Class Schedule CLICK HERE

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January 26th San Francisco – 3 Hour Game Design Workshop & Lecture

Published on January 20, 2014, by in Game Design.

FREE ($50 Value) Game Design Class that includes a 1 hour lecture and 2 hour hands on workshop. All classes and workshops are lead by a professional game designer. Classes are open to people of all skill levels but is intended for those who are serious about games as a professional career.

Maximum class size is 30 and there are only 12 tickets left. For more information, to sign up for the Game Design Workshop or keep up to date on future events visit

http://www.meetup.com/Professional-Game-Design-Workshops/

 

Event Brite TIcket

 

 

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Prototype – Uboat Wargames

Published on January 17, 2014, by in Game Design.

Without any prodding from me (the host) everyone played this game multiple times and hacked it with their own idea of rule tweaks to try and improve on gameplay. The pictures below show them playing with their entire Deck drawn; not the suggested way of playing . Notice the layout of tiles between each player, a key part of the setup of Uboat Wargames.

photo 1

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Game Design Workshop – Post Mortem

Published on January 9, 2014, by in Game Design, Personal.

 

Capture

As the host I think it went fantastic. I covered a ton of content during the Lecture part of things and had to save some material for next time because I ran out of time. The crowd laughed at the right times almost every time, they asked very insightful questions so I know they paid attention and had a great time. But ya know, I’m a little biased in thinking that.

  • Dana eckhoff “Really great meetup, informative and fun, I am excited about the next one!”
  • Sorov “Good presentation and awesome workshop”

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Wallpaper – Game Studio Flow Chart

Published on December 25, 2013, by in Uncategorized.

Game Studio Flowchart

Click on image to view full size. Then right click “Save As” to download. 

Enjoy and Happy Holidays!

 

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Designing “Bullies” – Part 1

Published on December 22, 2013, by in Game Design.

Backstory

Every monday night is board game night at Gamescape in San Francisco. As it happens with these sorts of things smaller groups formed within the larger group. While those groups continue to intermingle one ritual has stood out. 8-10 of us like to play various board games from 6:30, and then cap the night off 9:30-11pm with several rounds of Resistance.

Resistance is a game derived from  Mafia aka Werewolves and Villagers. The key difference being that with the advent of missions players are no longer eliminated. Instead of eliminating players from the game the “resistance” aka the uniformed majority are tasked with creating and approving via vote teams with no “spies” aka the informed minority.  (more…)

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