Tag: game design

My thoughts on games and making them. Mostly.

Making “Catch and Release” Accssible

I just released “Catch and Release” last week. I’m really happy with it, and you should go play it right now! One thing that I’m proud of is that this is the first game I’ve made where I’ve tried to include accessibility options. To play around with them yourself, click the little gear icon in…
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Rust Bucket is a Game About Presence

I’ve been hooked on Rust Bucket for the past week or so. It’s a clever little rogue-like where you move through an infinite number of procedurally generated rooms that get more deadly as you advance. What’s interesting to me about Rust Bucket though is that it doesn’t feel that difficult. But I keep dying. And…
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Camouflage Exhibit Idea

An idea for adding a simple interactive piece to a science-museum exhibit about camouflage: A touchscreen device displays an illustrated snapshot of a biome – woods, jungle, coral reef, etc. It’s close-up enough to see patterns on individual leaves, tree bark, rocks, and some animals.

Breakout Design

My submission is based on the idea that growth comes from risk.

New Political Game! Initial Thoughts

Way back in May at GLS11, I attended a workshop on designing educational collectible card games run by Selen Turkay. I don’t play CCGs so I didn’t have much experience to draw on, but the word “card” brought to mind House of Cards, and suddenly I was very excited. Everything about that show seemed to…
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Third Party Party!

I’m finishing up putting a new feature into the small business game – outside partnerships for your business. Instead of collecting and storing all customer data on your own business’ servers, these potential partners will collect and store data on their servers.

Beginning to Design

Here at the Center, I’ve been simultaneously wrapping up one game and starting another. While my first game here was targeted for 3rd and 4th graders about to enter the social media world, this next project is a little more adult. I’m currently designing a game aimed at small business professionals (and people who like playing…
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GLS ’14 – Design Takeaways

GLS was an awesome experience, and I learned a ton. I was most interested in improving as a game designer, and I did not come away disappointed. In no particular order, here’s what I’m trying to keep in mind from GLS as I move forward on new game design projects.

GLS ’14 – Day Two Keynote

Continuing my notes from last week’s Games Learning Society conference with points from Day 2’s opening keynote by Scot Osterweil.

A Better Mousetrap

In the 20 odd minutes I play “To Build a Better Mousetrap,” a disgruntled throng of workers demolishes my plant, and then I summarily go bankrupt. A lot. In TBABM, “a semi-abstract management game,” you manage a factory. Specifically, a factory of mice producing boxes. Or widgets. Or something or other.