More Post by: Matthew Dogherby
Casual Mobile Game Design: Why Easy-to-Learn Games Are Hard to Put Down
A casual game is easy to understand when the goal, the action, and the feedback…
What Is Game Balance? Making Player Choices Matter
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
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
Every game is built on three layers: core design, system design, and content design. Most…
How Crafting Systems in games are quietly reshaping How We Explore Game…
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
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…
Hideo Kojima doesn’t just love movies—he turns cinematic emotion into game systems. This deep dive…
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