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Jun 15

Designer Weekly Jun15

Here’s the designer posts this week you may have missed, and why you should check them out…

the-sid-meier-advantage
Always interesting to hear about design from acclaimed veterans. Some choice quotes and food for thought.

designing-around-a-core-mechanic
Smart breakdown of building a game from the core mechanic upwards. Also uses the term ‘mechanical envelope’ and is instantly more interesting. J

how-to-be-an-indie-game-developer
Skip down a bit to ‘Game Design’ Section. “…there is never a good reason to aim for mediocre design…”

finishing-a-game
Some good reflective observations on making games and, as is in the title, finishing one.

10-lessons-on-startups-game-design-edition
Long, but a good read. Certainly for an entrepreneurial game designer, but as a designer in the industry of today a must.

the-psychology-of-diablo-iii-loot
‘What is Anchoring?’, ‘Why is it important?’ and the takeaway of how to use numbers best in your designs.

From @BoltCity
“Storytelling tip: Your main characters should make choices. The harder the choices, the more compelling the story.“

Also spotted:

http://www.neogaf.com/forum/showthread.php?t=478074
Interesting thread on Neogaf that asks readers to submit screenshots of PC games running at their lowest settings – and how good they look.

Featured image by – Donald Bell

2 comments

  1. Claud Rizzuto

    Hmm it appears like your site ate my first comment (it was extremely long) so I guess I’ll just sum it up what I had written and say, I’m thoroughly enjoying your blog. I as well am an aspiring blog blogger but I’m still new to the whole thing. Do you have any points for novice blog writers? I’d definitely appreciate it.

    1. MrMBlackmore

      I usually work on a post for a while before it goes live. Boil blogs down so they are quicker to consume whilst still hitting the points and also I try to put some of myself into each post.

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