„Flow“ is often regarded a valuable goal of game design, not least by prominent developers such as thatgamecompany. The theory says that you want to hit the sweet spot between overload and underload, not demanding too much from the player but also not demanding too little.  „Flow“ can not only fall apart when a game… Continue reading Flow

Dirty Vs. Clean

When creating something purely digital, one of the greatest dangers is to create something aseptic. Images too clean, sounds too perfect, scenes too staged. Computer animation studios spend a huge amount of time making things look used or worn, yet their films often still look clean. Hand-drawn and stop motion animation usually do not have… Continue reading Dirty Vs. Clean