I love making games. I could talk about it way longer than anyone would possibly be interested in. So I do that, here.
I am an 12-year veteran of Blizzard Entertainment. I'm a game designer with extensive experience in quest content, end-game systems, and many other aspects of MMO design. I challenged myself to post a game idea on twitter every day for a year under the tag #365gameideas. I started this blog to share ideas and hopefully meet other curious minds in the process.
After playing through Civilization 6 for a while, I suddenly had an intriguing thought: This embodies exactly what I avoid in design, but it's still fun. Perhaps it's worth thinking about a bit.
Talking a bit about my process for seeking out that creative spark for a new idea when it isn't coming easily.
Working with a team seems to mean something very different for different people. Having watched many designers uncomfortably adjust to a team atmosphere, there are probably a few tips I can offer on how to make it work well for everyone invovled.
After 9 years of design on World of Warcraft, I'm taking a break to work on my own project for a while. It's a bit of an emotional time for me, and I think it deserves a few words.
All of the ideas have been put to the test. Time to see which ones made the cut.
I've been away a long while. I'm going to kick my dev blogs back up soon, but first, some long-winded thoughts on crunch while they're fresh on my mind.
After testing an idea that was primarily just a character and world concept, this time I'm instead testing an idea that's almost entirely about mechanics and gameplay, with very little interesting story wrapper around it. Let's see how it goes!
With my idea test made, it's time to put it to use and see if it's acting as a good lens for highlighting the kinds of issues that I want it to. Here I detail my thought process for every question on the test in regards to just one of my ideas from my previous brainstorm.