Aug 31

Designer Weekly Aug31

Novice Vs Beginner.

A quick definition and some thoughts on the 2 groups and their impact on design.


“I can’t imagine a life without making games”

@br, Brenda Garno


Making Games as fast as you can think of them. Video.


“Become a student of change. It is the only thing that will remain constant.”

Anthony J. D’Angelo


If you think the more in depth Photoshop workings are just for artists then SMACKUPSIDEYOHEAD. Photoshop skills are one of those things that you need to know how to do off the cuff rather than have to look up a how to.

This is just a page of tips that I found, but there are countless others. Your best bet is to apply the learning’s with a purpose. Make some wall papers, tile-able textures, that kind of thing.

Also: 15 free tools for art


“The real voyage of discovery consists not in seeking new lands but seeing with new eyes.”

Marcel Proust


Why Blacksmiths are better at startups

I forget who tweeted this originally to my feed, but thanks, it was a good read. Labors the point a touch, but there is a core of truthiness.


“Today is your day, your mountain is waiting, so get on your way.”

Dr Seuss


Molyneux on a couple of simple design truths.


Gamasutra has a wealth of design articles this week, all worth reading. As always, this includes the comments too.

ONE Showing a bit of skin in videogames doesn’t mean they’re immature.

TWO Providing the player a choice with meaning or a moment with options to pick

THREE How monetization enters the equation when designing fun and win conditions. Illustrates the point.

FOUR Quick tale on how to make a frustrating thing also fun, alleviating the sting.

FIVE On detecting when players are going to give up on your game and move on. An important metric, especially if you have monetization involved.

SIX Narrative design in Spec Ops: The Line. I’ve yet to play this myself, but liked the article.


“Create like you don’t need the money, design like you want to enjoy, play like no one’s watching”

- er, me.


Less design-based article, but a smart read nevertheless. How to Get your first 1000 players.


“The biggest, worst impact on day to day game development is iteration time. Shortly followed by internet access.”

- also, er, me.


First is best. Behaviors in choosing between options.



Image by Ross Elliott