PinnedAlex KuboderaDesigning Difficulty the Right WayHow readability alleviates player frustrations when facing insurmountable challenges. Lessons from Elden Ring, Sekiro, and Death’s Gambit.Apr 17, 2022Apr 17, 2022
Alex KuboderaHow Live Service Affects Game DesignExamining how certain design choices in Suicide Squad may have been molded by the requirements of live service scalability.Jul 28Jul 28
Alex KuboderaLiterary Analysis: House of LokiA literary breakdown of the subtext in House of Loki, and how the myths that inspired it were imbued into the text.Jan 12, 2023Jan 12, 2023
Alex KuboderaPostmortem: How to Write Compelling Interactive FictionApplying lessons from Disco Elysium and Sunless Skies to write compelling interactive fiction and how to apply feedback from play testers.Dec 18, 2022Dec 18, 2022
Alex KuboderaOpt in difficulty is a great way to go about it, especially when the system to do so is naturally…Having various progression avenues to improve player skills/toolsets is also a great method (ie. separating leveling up with talent points…Dec 15, 2022Dec 15, 2022
Alex KuboderaIdentifying themes for your game by looking inwardThemes are an exploration of the human condition. So how do you formulate a thematic question that resonates with your audience?May 25, 2022May 25, 2022
Alex KuboderaWhat is depth and how do you add it to your game?Depth is what keeps a game feeling fresh long after its release. So what is it, and how do you capture that elusive magic?May 12, 2022May 12, 2022
Alex KuboderaThe Art of the PixelAn interview with Edge Magazine about the appeal of pixel art, where inspiration comes from, and what the art scene looked like in 2016.Apr 8, 2022Apr 8, 2022