Jun 15

Designer Weekly Jun15

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

Always interesting to hear about design from acclaimed veterans. Some choice quotes and food for thought.

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

Skip down a bit to ‘Game Design’ Section. “…there is never a good reason to aim for mediocre design…”

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

Long, but a good read. Certainly for an entrepreneurial game designer, but as a designer in the industry of today a must.

‘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:

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


  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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