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Game Simulations: The Hidden Engine Behind Worlds That Feel Alive
Game Simulations: The Hidden Engine Behind Worlds That Feel Alive
The five types every designer should know, why chasing fidelity is a trap, and what games like EVE Online and Half-Life 2 can teach us about building worlds that feel alive instead of scripted.
This post digs into why balance is one of the hardest problems in game design: it's contextual, interconnected, and impossible to measure directly. With examples from RTS, roguelites, MMOs, and co-op board games, plus the real reason your favorite game's patch notes never stop coming.
The four essential curve types every designer should know and how each one quietly controls pacing, difficulty, and the moment a player decides to keep playing or quit.