When designing a game, every decision plays a part in defining the overall player experience. Perhaps one of the most defining decisions that can come up when designing a Shooter, Action, or Open-World RPG is deciding the default camera perspective. This decision will have a big role in shaping the rest of the design of…
Read MoreGame Designer Spotlight: Shigeru Miyamoto
If you asked a random person on the street to name five novelists, or five movie directors, most people would probably be able to give you an answer. People like Steven King or George Lucas have become household names due to their connections with some of the most beloved fictional works, and rightly so. If…
Read MoreGame Design in Real Life: Life’s Bad Game Mechanics
Hey everybody! For the last several months, I have been writing an ongoing series that examines the relationship between game design principles and real-world applications. In the past I have looked at how real world situations can be examined from a game theory perspective with the Prisoner’s Dilemma, examined what happens when companies try to…
Read MoreGames for Everyone: Accessibility in Board Games
Hey everybody! Last week I wrote an article about accessible design in video games (which you can find here). This week, I am going to be following up on that article and looking at how board games can be made more accessible for users. Let’s get started! Access Denied As with video games, there are…
Read MoreGames for Everyone: The Importance of Accessibility in Video Games
Hey everybody! During my work for the last two weeks I have been getting trained in software accessibility, and this process has got me thinking a lot about accessibility in video games. I believe that everyone should be able to play and enjoy video games, but there are many people who cannot due to physical…
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