Auto aim in shooters. A helpful tool not used nearly enough.
Category Archives: Game Design
A Balanced Battle System
The condition: Certain moves are more powerful than others. The problem: The player will try to use these more powerful moves even in detrimental situation. The solution: Make no single move more powerful than others.
To counter, or not to counter. That’s the limitation of your combat system.
The limitations of combat systems often stand in the way of the player’s enjoyment. I see Batman’s combat system as the first real move, in modern times, toward a combat system that might one day be limitless.
Desert Mountain Mines (Little Big Planet)
Check out my new Little Big Planet level, Desert Mountain Mines, username Chetim.
New Design Content
I’ve added a quintuplet of game designs to my list of Personal Work in the Design section. The overarching theme to them is quick, small, and stirring games. Whether they’re on a web browser or the iPhone, I think any medium can deliver a unique and moving experience. I’d like to prove that hypothesis some [...]
Emotionally Deep Fists
Can combat be as deep as dialog? The end goal should always be to attach the player to the actions on screen. I feel a large shift on combat conventions could help refresh the genre right about now.
Light Travel in Little Big Planet
Light Travel is a Little Big Planet level with something for everyone. Look it up by its title or through my user name, Chetim.
Acrobatics in the Uncanny Valley
Prince of Persia suffers from an environmental uncanny valley. Something just feels off, and that something keeps many from connecting with the game.
Noby Noby Impressions
The universe exists for our consumption. It services our consumption so that we may consume of it even more.