More Post by: Matthew Dogherby

Casual Mobile Game Design: Why Easy-to-Learn Games Are Hard to Put Down
Casual Mobile Game Design: Why Easy-to-Learn Games Are Hard to Put Down
Matthew Dogherby Oct 8, 2026

A casual game is easy to understand when the goal, the action, and the feedback…

What Is Game Balance? Making Player Choices Matter
What Is Game Balance? Making Player Choices Matter
Matthew Dogherby Sep 26, 2026

Game balance is not about making every option equal — it is about making every…

Design by Subtraction: What Fumito Ueda Teaches Game Designers About Restraint
Design by Subtraction: What Fumito Ueda Teaches Game Designers About Restraint
Matthew Dogherby Aug 13, 2026

Fumito Ueda built a cult career by removing things. Learn how the creator of Ico,…

What Are the 3 Layers of Game Design? A Studio’s Guide
What Are the 3 Layers of Game Design? A Studio’s Guide
Matthew Dogherby Aug 8, 2026

Every game is built on three layers: core design, system design, and content design. Most…

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How Crafting Systems in games are quietly reshaping How We Explore Game…
Matthew Dogherby Aug 7, 2026

Crafting systems quietly change how players move through game worlds. A plant becomes a future…

Verticality in Level Design: 12 Functions Every Designer Must Know
Verticality in Level Design: 12 Functions Every Designer Must Know
Matthew Dogherby Aug 6, 2026

Flat maps bore players. Verticality fixes that — but only when it does real gameplay…

What Are Hideo Kojima Game Design Principles and How To Turn Emotion…
What Are Hideo Kojima Game Design Principles and How To Turn Emotion…
Matthew Dogherby Jul 22, 2026

Hideo Kojima doesn’t just love movies—he turns cinematic emotion into game systems. This deep dive…

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