Games are known to be very directive, sometimes to an extreme. But even if a game was truly giving freedom to players, would they embrace it?
Making an efficient trailer, a powerful demo, or creating engaging first contact is a pretty difficult thing to do.
In this article we discuss the players’ first contact with a game and what are the 6 essential elements they need to understand as fast as possible for an efficient onboarding.
How to design card games User Interface? What makes the UI/UX of the best games so efficient? What can we learn from them?
In this Stream and article, we dig into the world of card battlers and redesign live the UI of Fairtravel Battle, one of the games we follow on GDKeys!
When game designers decide to cheat too. Let’s dive into the world of hidden mechanics and rules-bending to understand how to play with our players and ultimately give them the best experience they could get!
The One-Pager I am using for years every time I am starting the design of a new enemy. I give you the template files, as well as all the details you need to know in order to build unique, meaningful enemies.
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 game Dive-in, we are going to dissect the unique selling point of Weaving Tides, talking about 3Cs, design priorities, adding player friction, gameplay mastery and design by absence.
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