Game design is unique as a design task. The properties of a game that makes it great can only be assessed by playing the game. The designer cannot directly influence the gameplay experience. That is why it is recommended to design games in an iterative fashion — to make a prototype of the design and to playtest it. Continue reading
Tag Archives: p4a11
Best Agile Games (un)Conference Ever?
A week ago I attended the Play4Agile 2011 unconference. It was an excellent event (thank you, organizers): I learned a lot, had fun and made new friends. Continue reading
Plan of Attack
So, I’ve got a target to reach and a fortnight until Play4Agile 2011 to reach it. That may seem a short time but actually I think that after developing this thing on a back burner for a while it is actually good to have some pressure to create a proof of concept in a limited … Continue reading