Justin Reeve's Member Blogs
What is it which fills a game world with wonder? This article examines the relationship between exploration and discovery by analyzing Watch Dogs 2, The Witcher 3, and Breath of the Wild.
There's more to What Remains of Edith Finch than first meets the eye. This article examines how the game's creative level design evokes feelings of quiet contemplation in the player.
Part of what makes Half-Life 2's level design so interesting is the placement of non-player characters. This article examines how NPCs were used as "alternative architecture" to guide player movement.
What's the best way to create complexity in a game system? Mix it with some other system. This article takes a look at how spreadsheets can be used as a quick-and-dirty tool for designing systems interactivity.
Why do we feel safe in some spaces but anxious in others? This article examines how Metal Gear Solid V integrates player psychology into its level design.
Every aspect of S.T.A.L.K.E.R. is deeply imbued with narrative meaning - including the mechanics. This game design deep dive looks into how its mechanics were used for worldbuilding.
The Witcher 3's Novigrad feels like a living, breathing city. Part of this has to do with its level design. This article shows how some of the principles of real-world urban planning were applied to this virtual city.
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
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