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Designing for Sanity’s Sake: Using Modular Design

Recently I posted a preview of Starship 1 by Geoff Englestein, a boardgame which I look forward to with bated breath. Come on Geoff, pick up the pace. I know you have publishers knocking down your door! As I described fully in that post, Starship 1 is a game where each player[…]

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Designing for Sanity’s Sake: Keep Your Eyes on the Prize

Every design needs goals. What kinds of goals? Aesthetic goals. I don’t mean just how the game looks. I am speaking from the standpoint of the MDA Framework, a groundbreaking attempt to formally model the elements of gameplay. Let’s explore the three elements of MDA, starting from the canon definitions in the[…]

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Designing for Sanity’s Sake: Starting at the Beginning

Game design is inherently complicated. It involves the interaction of many widgets and doodads, along with the exciting and often unpredictable human element. This complexity is magnified when the game is multi-player, as the vast majority of board games are. Keeping a handle on the numerous design decisions made throughout[…]

What I’m Thankful For

I promise I’ll have more for everybody soon. In the mean time, a recent GradHacker post was most appreciated (and sorely needed) by yours truly. This is what Thanksgiving is all about: …take a step back and think about all the little things you’ve accomplished, all the people who have[…]