Posts Tagged Game Design

Game Tuning and Balance: Is the Optimal Strategy Most Enjoyable?

Nov 30, 2014

Canabalt is an exceptional game. In case you missed it – a real possibility since despite its breakout popularity, time passes very quickly in mobile and browser-based games – it was among the first modern wave of one-button infinite runners that then led to countless clones. You can still play it free in browser at… Read more »

On Spending Money to Avoid Learning

Nov 30, 2014

The world offers many opportunities to spend money to avoid the trouble of learning how to do things for ourselves. This happens in many areas of day-to-day life. It’s often a perfectly sound decision! We pay mechanics, electricians, and doctors to do certain things for us, even though they’re born with practically the very same… Read more »

Crowded Blue Oceans: Swarms of Peer Competition

Oct 31, 2014

Several years ago I wrote Colorful Oceans and Chunky Sauces about two related ideas. The first of those ideas covered is Red Ocean / Blue Ocean Strategy, the gist of which is that greatest growth potential often happens by spotting uncontested opportunities where the more established companies haven’t yet directed their resources and attention. In… Read more »

When to Wrap Up a Project

Sep 27, 2014

Great question from a member of the community: @HobbyGameDev when is it time to move on to the next project or can you add to a game forever? — Rich in Games (@rwlizana89B) September 27, 2014 From my older Give Yourself a Deadline: “Anything creative can be worked on indefinitely.” However just because you can… Read more »

Homemade Games: Because Who Made It, Where, and When Matters

Jul 4, 2014

One of my good friends growing up had paintings by her grandmother on the walls. These paintings weren’t the kind that sell for a lot. I don’t imagine they’d find a place in art galleries, either. They were fine paintings. They looked nice. A few were abstract. A few were landscapes. Now, I happen to… Read more »

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