Mechanic Design by Deconstruction by Sash

A little while back I wrote an article about developing games according to what I coined the “Experience Driven Game Design Paradigm”. You can check it out here, but I’ll sum it up for you anyway. Essentially, I was suggesting that in order to develop a game it is best to first start by designing an experience, then working backwards and fitting your mechanics into your game so it fully creates this experience. I went on to suggest that the best way to design an experience was by first experiencing it yourself by way of playing similar games. This article will look into the process of deconstructing these games and using their mechanics as inspiration for the experience in your own.

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Sam and Sash Break Down Splinter Cell by us

Sam Fisher. Professional Bad Ass.

So yesterday, we took some time off our tough and traumatic lives as Game Designers and Students in order to have a bit of fun. And by a bit of fun I mean a lot of fun. And by a lot of fun I mean Splinter Cell Conviction Co-op. Its worth sharing.

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Mr Runner Postmortem by Sash

All in a days work

So the adventure with Mr Runner’s development is pretty much coming to a close. I’ve still got a bit of work to do with selling some more non-exclusive licenses, but it’s done. It’s time to sit back and look at what has come out of the chaos of my experience. I’ll be talking about the creation process, finding sponsorship using FGL, working in partnership with cool sites like GameShed, and my personal analysis of the game.

I’m hoping that this article will be useful for any developers that are planning on making flash games of their own and finding sponsorship using FGL. Feel free to send me off an email with any other questions you might have about the development process! Read More


Experience Driven Game Design by Sash

I’m writing this article about a paradigm for designing games I have been mucking around with since I started working on my latest game, Mr Runner. I’ve been trying to designing for user experience rather than mechanics. Before I dive into it, you should know all this is still in theory-mode, I’m nowhere near done with it and I know over the next couple of months I’ll be ironing bugs out and changing bits around. But for now it should be at the very least an interesting read, if not helpful.

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