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SUPERJUMP
Celebrating video games and their creators
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Design
Josh Bycer
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SUPERJUMP
Mar 23, 2022
How Elden Ring Ignores 20 Years of Open-World Design
And succeeds because of it
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549
7 responses
Jared McCarty
in
SUPERJUMP
Jan 15, 2022
Marvel’s Guardians of the Galaxy Fixes a Huge Exploration Problem
Finding a solution to a thorny issue
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71
1 response
Ryan Fan
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SUPERJUMP
Jan 9, 2022
I Thought This Game Was Terrible: Then I Gave It a Second Chance
I was wrong about Final Fantasy XV
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461
2 responses
Chris Kernaghan
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SUPERJUMP
Dec 30, 2021
How Minimalism and the Japanese Concept of “Ma” 間 Defined Ico
Subtraction in a world of excess
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244
3 responses
C.S. Voll
in
SUPERJUMP
Nov 13, 2021
A Dreamcast in the Shape of Sonic’s Head
Once shunned, this variant of Sega’s final console is now a…
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123
1 response
Josh Bycer
in
SUPERJUMP
Oct 25, 2021
Lobotomy Corporation Teaches the Value of Bad Choices
Making the worst of a bad situation
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90
Erik Still
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SUPERJUMP
Oct 5, 2021
The 7 Elements of a Satisfying Grind
A good grind can be a relaxing activity that delivers a…
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149
2 responses
Lucas Di Quinzio
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SUPERJUMP
Oct 2, 2021
I Am Fish Is a Natural Evolution of the Slapstick Comedy Game
Building on its intentionally janky and…
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50
1 response
Maris Crane
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SUPERJUMP
Sep 21, 2021
What Does It Mean When a Game Uses Art Deco?
The significance of the design style in video games
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196
1 response
Maris Crane
in
SUPERJUMP
Sep 19, 2021
Pathologic 2: When Gameplay Is The Story
How Pathologic 2 integrates story and game mechanics…
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160
1 response