Tip for new designers: your first half-dozen games (at least) are going to be terrible. Lower your expectations, iterate quickly, and be prepared to throw them out.

Peter C. Hayward

I feel like I'm missing something

Being busy is good… right?

Holy smack! The holiday season is here and Christmas is right around the corner. And what have I been doing this whole time since my last post? Hmph! Well, I’ll tell you. Busy Busy Bee I’ve been gone for quite some time, eh? So without getting into too much details here’s a summary of what has Read More

Finally Moved

Finally Moved to Barrie

Yeah, you may have not known but I had moved from Brampton to Barrie. If you haven’t read the precursor to this please do. It’s been a pain in the ass trying to manage a crazy busy schedule at work, pre-packing for the move, maintaining websites and meetings with clients, all while trying to STILL do Read More

A key tool in developing a mature design is addressing those lingering feelings you have as a player. Isolate and fix those 1% kinks.

Grant Rodiek

Build your own TCG 2 – Online tools

Is there anything you can’t do online nowadays? Websites were, in part, created to share information and publically (or privately) document the knowledge and opinions of others. In an age where you can literally run a company sitting on your cell phone in a coffee shop, we turn to the World Wide Web for guidance. This Read More

Build your own TCG 1 – Desktop publishing

Since before the insatiable itch of trading card games (TCG) hit me, I have always wanted to design and play my own battle card game. Now card games have come a long way and have several classifications, like CCG (collectible card game) and LCG (living card game). After the introduction of Pokémon — which I was a Read More

Every theme is pasted on. Our job is to make that paste as strong as possible.

Jon Gilmour

Try to play your game as quickly as possible. Find out whether your core idea has the spark to be interesting. Don’t think about it; try it. Forget about balancing, artwork and UI. Instead try to define what you consider to be the core mechanisms, and test whether they are fun at all.

Asger Sams Granerud

Cheater Cheater Pumpkin Eater

Is it your responsibility as a game designer to create a system where it is difficult to cheat? This conversation has people flip flopping depending on which side they sympathize with, the player or the designer. But since this post is directed at designers there should be no defensive stance on this. I will say Read More

ADLi - Fusion Evolution

The fusion of two minds – Game evolution

The evolution of mind — Funny, when you’re designing a game (or anything really) and you get stuck, your mind happens to spawn new ideas from the road block. There have been several times where I’ve found myself at a fork in the road, having to pick one direction and sticking it out to the end. Read More

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Visit me at Cottage Country Con 2018 in OrilliaRead morex