FEEDBACK LOOPS When connections form feedback loops there are two patterns that can emerge: Balancing feedback loops and
Almost A Hero – Crafting Experiences Using Feedback Loops pt.2

All about designing rules, goals, mechanics and experiences.
FEEDBACK LOOPS When connections form feedback loops there are two patterns that can emerge: Balancing feedback loops and
PART 1 The article consists of two parts. In this first part, we will understand the basics of
Game jams can be scary, but they are also one of the most effective ways to learn about the process of creating the game (while having great fun doing it!) Let’s explore some tips for working effectively in a game jam and how to get the most of it.
One of my first games created in the RTS genre was Our Planet is Dying, a spaceship-themed game
This essay is a compendium of a talk I gave (Spanish) in October 1st, 2019, in the context of Gamedev
Maybe you don’t know it, but in the older days, I was a professional musician. I’ve struggled for many years trying to find a relationship between both worlds. Can we find a relationship between Music Theory and Game Design Theory? How could we benefit from that?
Charles Eames is one of the most notable designers of our time. Like many notable designers of the past, according to his views game design wouldn’t be considered art. But is designing a game art? Can game design achieve the status of an art piece?
Disco Elysium is without a doubt one of the most innovative and captivating games of the last years. Not only the story is richly told and amazingly written, but its custom RPG system has a lot for teaching aspiring RPG designers to create their own systems.
GDC is one of the most important gaming events. It’s a great place to network and also to hear amazing talks given by experienced game developers in many areas. In this new post, I have selected 5 GDC talks that I think will be very useful for you.
One of the pillars of motivation is a framework known as Competence, Autonomy and Relatedness. But the last one, although being one of the most important for social connection, is often left behind by (especially single-player) game designers. How can you add Relatedness to your single-player games?