„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
Tag: game design
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
Following Recipes
I loved LEGO as a kid and although that love has cooled down, I still consider many physical LEGO models beautiful products, both aesthetically and functionally. It can be argued that the LEGO aesthetic anticipated pixel art graphics in games and as such fully play into my analysis of the discreet vs. the continuous. Yet… Continue reading Following Recipes