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Improving quality of life
level design
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Empty space for a full mind: The Importance of Downtime in Large maps

Shade 15 July No Comments
3 minutes

No matter how large an open world, there are always locations of low interactivity between the player and the game: a lack or low density of enemies to fight, items […]

level design
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May players roam truly everywhere, anytime? How not all paths have to be open in open worlds

Shade 13 February No Comments
4 minutes

The genre of open world games is aimed at players with the motivation to explore—meaning, experience designers must give them a journey. This includes reasons to explore, landscapes that incite […]

level design

Baits, leads and Landmarks: how open worlds let you wander

Shade 2 January No Comments
5 minutes

Open world games tend to make us want to wander—all we need is a destination. That said, part of what makes a journey worth journeying are the little finds we […]

level design
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Open World EUX level design: a systematic approach to making scope-sized emotional roam routes

Shade 11 January No Comments
8 minutes

As an entertainment product, games are one of many media forms that rely on providing users an ‘emotional ride’. In other words: to evoke designed emotion, is to create a […]

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