Published inBootcampHow does The Last of Us quietly teach you everything you need to know in its first level?Before Joel and Ellie ever bond over a pun book or a giraffe, The Last of Us is already working hard to teach you how to survive its world…Apr 25Apr 25
Published inBootcampInteraction Design in Games: Affordances, Consistency, & Player FreedomThis time, I explore how principles from Don Norman’s The Design of Everyday Things and Jakob Nielsen’s Usability Heuristics apply to the…Apr 16Apr 16
Published inBootcampFrom Struggle to Style: How Hades Nails Virtual Sensation, Ownership, and CompetencyThis post is part of my blog series based on reflections from my Combat Design class at the University of Utah. Here, I explore how a sense…Apr 15Apr 15
Published inBootcampMapping Fear: Spatial Design & Context in Alan Wake 2Reflections on Simulated Space from Steve Swink’s Game Feel (Chapters on Context Metrics)Mar 31Mar 31
Published inBootcampMetaphors, Consistency, and Perception in Game DesignReflections from Steve Swink’s Game Feel (Chapters 10 & 11)Mar 30Mar 30
Published inBootcampGame Feel and Player Control: Lessons from Steve SwinkThis post is part of a series based on my Combat Design class at the University of Utah. I’m using these blogs to reflect on weekly…Mar 30Mar 30
Published inBootcampDesigning Action: Exploring Takuhiro Dohta’s Framework of Multiplicative GameplayThis post is based on a reflection I wrote for my Combat Design class at the University of Utah. I’m transforming these responses into blog…Mar 30Mar 30