Design Blog 107: Design process: Battle pass – part 2

Design Blog 107: Design process: Battle pass – part 2

A few weeks ago I talked about designing a battle pass for Combat Cards – not to confirm exactly how that feature will work but to look at how I approach designing something new. Let’s continue by looking at what the battle pass is not and how I know that....
Design Blog 104: Season pass design process – part 1

Design Blog 104: Season pass design process – part 1

Rather than the traditional end of year look back at 2019, I thought I’d focus on the future by running through how I approach designing a new feature for Combat Cards.  I’m going to use a ‘season pass’ as a case study for this because that’s what I’m working on right...
Design Blog 90: The possibility space of Combat Cards – part 2

Design Blog 90: The possibility space of Combat Cards – part 2

Welcome to part two of this look at what designers call the ‘possibility space’ (part one is here). Last week we discussed ‘width’, so this time we’ll cover the other axis – ‘depth’, and wrap up with a look at what all this means to Combat Cards.   Depth On...
Design Blog 89: The possibility space of Combat Cards – part 1

Design Blog 89: The possibility space of Combat Cards – part 1

Today I’d like to discuss something called ‘the possibility space’ which – aside from sounding like a wicked sci-fi movie – is a game design term for everything it’s possible for you to do in a game. You can read plenty of articles on possibility spaces,...

Design Blog 75: The Iron Triangle – Part 2

Welcome back to this look at the Iron Triangle, where I’m laying out the harsh realities of videogame development and looking at some of the difficult decisions every team has to make. Part one covered the three areas that make up the Triangle – cost, content...