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defining game design + writing the rules of Pac-Man
+ understanding “formalism”

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student work from the Pac-Man rules exercise

 

What is Game Design?

I’m four posts deep into this series and before I go any further, I wanted to address a basic question: What exactly is game design anyway? Since these little essays are about learning game design, it seems appropriate to ask.

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Summer blog catch-up continues, this time with a report on all things Quantum. If you’re in NYC and want to try the game, I am demoing it on Tuesday August 26 at 7pm at The Uncommons, a board game cafe in the East Village.

Quantum is my recent tabletop strategy game, published with Paris-based FunForge earlier this year. The game has done well – selling out in North America and with coming editions in Italian, Polish, and Spanish to join the French and English versions. The image above is from the launch party we held at the NYU Game Center, in partnership with another tabletop game from an NYC designer, Zach Gage’s Guts of Glory.

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At the Different Games Conference this past spring, Colleen Macklin and I ran a workshop session called Queering The Metagame. Using Merritt Kopas’ “Queer Mechanics” design model (which we lifted from her essay Interrupting Play: Queer Games and Futurity), we encouraged players to hack into The Metagame and create their own cards, rules, and play rituals. 

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designing meaningful choices + an exercise in fixing a “broken” game

The Game Modification assignment

In the last post of this series, I discussed some of the principles of iteration. The Tic-Tac-Toe exercise is a good way to get a beginning sense of the game design process, but iterative design really kicks in only when students get take-home assignments that they need to evolve over a longer period of time.

The assignment below is the first take-home project I give to students. It’s a 1-week project, which means the week after I assign it, students bring their finished games into class to share with everyone else.

RSP: Crossfire! by Craig Donahue, Andrew Jajja, Lyle Sterne, John Xiao

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Game Design Case Studies is a series of talks I am proposing for the 2015 Game Developers Conference. They are advanced lectures from working game designers that focus tightly on a particular aspect of one game.

I am not giving these talks myself – I am looking for proposals from other game designers. That means you! Read below for more information and instructions on submitting a proposal. I hope you will consider applying.

Deadline for proposals: August 22, 2014 Read the rest of this entry »

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