Currencies, sources, sinks, inflation, economic tools, currency protections, economic pillars... In this extensive "Keys to" article we tackle everything you need to know to create your very own, efficient, and self-sustaining economic systems!
The first article on a series dedicated to combat design, dissecting what an attack is and identifying what creates rewarding, fair, and engaging fights.
Should you be a Designer, a Student, an Indie Dev, or just passing around, we have an amazing Discord community for you to exchange, learn, grow, and get hot feedback on your designs! We are waiting for you!
In this "Keys to" article, we dig into the components and theory of a good Skill Tree. Analyzing the trees themselves but also the skills they contain, and opening on uncharted design opportunities.
A very rational approach to enemy design: we will talk about player abilities, challenging specific skills, player behaviors and diversity. This article will lay down the different possibilities and questions you need to ask yourself to start a new enemy design confidently.
In this article, I give you my thought process while designing or reviewing a game's UI: the questions I want to answer myself, the big categories of UI and why using one instead of the other, the tests I perform to challenge it, etc. At the end of this article, you will have a base of theory as well as your first keys to design and challenge your games' UI!