Mark Venturelli does game design under the name Rogue Snail. He designed Dungeonland, Relic Hunters, Chroma Squad and Star Vikings. He's also the creator of charity event Super BR Jam.
He blogs about design here: http://www.roguesnail.com/
Contact him on venturelli [at] roguesnail [dot] com
or on twitter @markventurelli
Game design is primarily choice design. How many choices do you want to present your players with?
Stiff movement in your game is a deadly sin, so I provide a few tips to smooth that sucker out and save your soul.
A look back at how I built my game design skills on top of 6 years of failed designs.
I kick off a series of articles on game feel with a very useful tip for 2D and 3D platformers: the "Ghost Jump".
A quick look at gameplay roles and the different ways a game designer can communicate his systems.
A look at design principles related to space of possibility and how to pace your casual game designs
[Blog - 08/28/2014 - 11:27]
This is not related to ...
This is not related to immersion or other hard-to-define, fluffy concepts. In my opinion, it is one of the main challenges of commercial game designers - that is, the ones concerned about making money by selling their designs: satisfaction. r n r nSatisfaction as defined in Usability seems to be ...
[News - 08/28/2014 - 01:00]
[Blog - 08/21/2014 - 10:26]
[Blog - 08/13/2014 - 05:01]
[Blog - 08/10/2014 - 02:42]
Thanks for the kind words, ...
Thanks for the kind words, everyone. I 'll keep posting new articles here on Gamasutra and my blog. You can sign up for my newsletter if you want to keep track of my article releases: www.roguesnail.com/
[News - 07/18/2014 - 05:30]