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Gifts of Games
Lisa Bakker's portfolio
Game Design
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How to arrange fun: staged vs. artificial ✏️

Shade 19 December No Comments
12 minutes

How to stage fun With pacing, context, and a setup As a game designer, your main responsibility is to satisfy the feelings and emotions of players; you must make sure […]

Game Design
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The maze of play, games and gamification

Shade 6 September
4 minutes

Play, gaming and gamification My personal take on which is what. There is no clear-cut separation between play and gaming. Gaming is not without play, and is merely an extension […]

Game Design

Game pillars and a spark; why it is so essential and how to use it

Shade 9 May No Comments
6 minutes

“I have a great idea for a game!” This is often how it starts. What follows is a production rush; a playable prototype, the sketch of the character, moodboards or […]

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 […]

Game 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
6 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 […]

Game 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
9 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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