I'm a designer/programmer with 5 years industry experience. I'm most interested in designing and creating multiplayer games, bringing people together and increasing participation (bringing casual and hardcore players together) whilst maintaining depth and accessibility. I strongly believe that games can be designed such that losing is fun and all players can enjoy games, whilst still having a competitive edge. Particular areas that currently interest me:
- Depth, player choice
- Intuitive gameplay
- Emergent gameplay
- Feedback loops, promoting learning
- Making failure or losing fun
- Balancing (including self-balancing mechanics)
- Teamwork / Co-op mechanics design
- Prediction, bluffing and meta-game (enabling games psychology)
- Mechanics design that is non-reliant on level design
Why reliance on teammates can cause frustration if your game systems are badly designed, and some patterns to prevent this
Predicting your opponent and bluffing. Adding these types of psychology to multiplayer games is a great way to increase depth, longevity, social interaction, and accessibility. Should we see more of it?
[Blog - 04/17/2015 - 02:06]
Fascinating article I wonder how ...
Fascinating article I wonder how long it would have been until someone would have worked out that it was based off skills anyway though Surely it 's only a matter of time before players work it out, and then the exact same thing would have happened - the secret is ...
[Blog - 08/14/2014 - 04:37]
From my own experience, I ...
From my own experience, I would say it 's potentially to do with training the subconscious to play the game for you. r n r nWhen I played an extreme amount of guitar hero on the highest difficulty, I noticed a particular snap in my brain, followed by an immediate ...
[Blog - 07/15/2014 - 01:52]
I used to be addicted ...
I used to be addicted to World of Warcraft, and the fatal realisation was realising I was not actually having fun whilst playing My guild constantly shouted at each other, who is doing what wrong. I used to get irritable whilst playing and after playing - it was a very ...
[News - 07/04/2014 - 03:52]
I think for a while ...
I think for a while there has been a growing gap in the market as gamers get older and start having families of their own, and want games as a social activity whilst still being complex enough to maintain interest. That 's why minecraft is a massive hit - suddenly ...
[Blog - 04/17/2014 - 01:51]
To me the future whether ...
To me the future whether it be Steam or the App store is tailor made curated playlists. There are many people who actually want to recommend games, they don 't mind the job of giving their opinion on their kind of games. r n r nGabe newell said exactly this ...
[Blog - 04/07/2014 - 02:17]