New cover and project reveal!
TA-DAAAAAA
Say hello to 'Weird, Whimsy & Wonder'
A toolkit designed to elevate your mundane encounters, NPCs, locations, creatures and more into unforgettable moments.
How so?
1/X
New cover and project reveal!
TA-DAAAAAA
Say hello to 'Weird, Whimsy & Wonder'
A toolkit designed to elevate your mundane encounters, NPCs, locations, creatures and more into unforgettable moments.
How so?
1/X
Now that my game released on steam, I am looking for a new long term opportunity to work as a game designer.
If you need a (freelance) Game designer, hit me up!
here you can see my cool stuff
http://dominik-dammer.de/
The Finalists for this year's game design challenge have two weeks from today to submit their completed video games about communication!
We will be sharing info about this year's judges tomorrow.
#communication #videogames #gamedesign #gamedev #prevention #masscommunication #media @communicationscholars
Question: if you were going to make a #solarpunk game about the future of farming and food prep at scale, what would it feature? How would it work?
If the standard capitalist game model is a tycoon-style game where you're earning money to build things, research things, expand, exploit... What's the antidote? But in mechanics that still appeal to those who like city/factory building-style games?
It feels like there is a profound tension between solarpunk ideas of community and sustainability, vs builder/simulation games that focus on control and growth. I'm stumped on how to resolve it, but I really want to, because there must be builder games in the future!
I made a new enemy for Seed of Life
and I gotta say…
…it's STUNNING
Game design friends, is there a widely accepted term similar to “progressive disclosure” in UX but for introducing mechanics, abilities, etc.? E.g. in a platformer where you can jump, push blocks, wall jump, etc. the level design basically forces you to learn the abilities as you go, “just in time” to complete the new challenges instead of all up front.
Maybe progressive disclosure isn't a perfect UX equivalent, either—it might be more like “guided discovery” or something.
I'm running a romantic fantasy / court intrigue scenario this year in #Ropecon and would like to have a dance ball scene that plays out like a traditional #dnd style miniature combat, with the associated depth. So instead of killing your opponents, you'd gather secrets, influence connections, etc. But what kind of actions would the characters have, esp. in additional to the obvious talking?
This #blog post was decades in the making, spawned from my early years playing classic multiplayer #FPS games like #CounterStrike, #TF2 and #EnemyTerritory. How do these games use level and #GameDesign appeal to different kinds of players, focus the action and keep things dynamic and exciting?
https://cxong.github.io/2025/06/designing-a-playground
Read on as I mention concepts like rising action, game theory and nudge theory and remember classic maps like de_dust, the excited chants of “rush B” and more!