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Game Design Tricks

  • In my first and previous post in this game dev log entry, I had written that I wanted to do a game which was a collection of simple retro games. Unity released a new major release (2019.3) while I was putting the initial project together, and I…

  • Well, I'm making a game . I'm spending the next few weeks on making a small game to showcase the gamedev log feature on tsumea where any member can create a game entry and other members can post journal posts with art, music or just development…

  • Just a test #2. Still working on the new section.

  • So, I got a Commodore 64 when I was in the 4th grade. It came bundled with a Rolf Harris picture building program on casette tape which never loaded properly but from what I could tell by its box cover, you could build pictures from a selection…

  • Yes, the site looks very different and I've had to prematurely switch to this new theme that I'm working on for a few reasons, the main one is that changing certain aspects of the site to fit the new theme will affect how the old one looks for…

  • (this is just a test, please ignore this entry)

    Here is some of my old work.. the first pic is of a 3d model of a human head I was working on about 2 years ago in 3dsmax, using nurbs. If I had to do it again, I wouldn't model a head with…

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Submitted by souri on

I'm going to collect and collate the data on game design tricks whenever I can find them. Initially, they'll come from the responses to Jennifer Scheurle's tweet, but there's plenty out there to include.

Submitted by souri on Wed, 13/11/19 - 6:45 PMPermalink

I've only followed a little of what happened there so I don't really have anything of value to say about all that. The actual responses to the tweet are what I'm more interested on, and there's some really valuable tips there, especially for an amateur like myself when it comes to game design.

Submitted by mgarcia on Mon, 02/12/19 - 12:29 PMPermalink

"some really valuable tips".. which tweets? I find it hard to read tweets, and I only saw two.. from OP
"Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving."
"In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle."

It's interesting trivia, to call them 'design mechanics' is a stretch (ie 2015-16... it was all about screen shake), IMO anyway

Posted by souri on

I'm going to collect and collate the data on game design tricks whenever I can find them. Initially, they'll come from the responses to Jennifer Scheurle's tweet, but there's plenty out there to include.


Submitted by souri on Wed, 13/11/19 - 6:45 PMPermalink

I've only followed a little of what happened there so I don't really have anything of value to say about all that. The actual responses to the tweet are what I'm more interested on, and there's some really valuable tips there, especially for an amateur like myself when it comes to game design.

Submitted by mgarcia on Mon, 02/12/19 - 12:29 PMPermalink

"some really valuable tips".. which tweets? I find it hard to read tweets, and I only saw two.. from OP
"Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving."
"In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle."

It's interesting trivia, to call them 'design mechanics' is a stretch (ie 2015-16... it was all about screen shake), IMO anyway