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 - 04/07/2014 - 02:17]
[Blog - 04/07/2014 - 02:20]
Focus on combating demotivation with ...
Focus on combating demotivation with every trick you can r n r nIn my eyes, this is THE most important thing to learn as an indie dev. Know what motivates you, what demotivates you, and tackle it with all your heart and mind
[News - 04/03/2014 - 03:48]
I 'm a bit confused ...
I 'm a bit confused by the 19 a month thing. What 's to stop everyone just canceling their subscription as soon as they 've downloaded it. And if everyone does that, whats the point of the per month license r n r nI 'd love to check it out ...
[Blog - 03/11/2014 - 02:38]
If truly understanding the nuances ...
If truly understanding the nuances of the game design require you to put aside a few hours every day to go through test feedback, analyse statistics, talk with publishers and producers, understand the marketing strategy, understand the target audience, decompose other competitor game systems and analyse how they work, do ...
[Blog - 02/27/2014 - 05:37]
So, now you know the ...
So, now you know the odds, do you feel like the game is now fun r n r nI would wager not. You are right there are problems with hearthstone and legendary cards in constructed, but I don 't think the biggest problem is hiding drop rates in packs. r ...
[News - 10/11/2013 - 02:19]
A few things jump out ...
A few things jump out at me: r n r n Constantly swiping my thumb left to right to get across the screen in an RTS or even an FPS is horrible - the reason the mouse is great is because you can cover a large area of the screen ...