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GAME MECHANICS#1

The rules and systems that govern gameplay, influencing player actions and interactions within the game.

CUSTOM RPG#2

A role-playing game designed from scratch by the creator, featuring unique mechanics, rules, and lore.

SYSTEM DESIGN#3

The process of defining the components, rules, and interactions that make up a game, ensuring coherence and playability.

PLAYTESTING#4

The practice of testing a game with players to gather feedback and identify areas for improvement before final release.

GAME BALANCE#5

The state in which all elements of a game provide a fair and enjoyable experience, preventing any aspect from dominating.

LORE#6

The narrative background and context of a game, enriching the player's experience and guiding gameplay.

ITERATION#7

The process of refining a game design based on feedback and playtesting results, enhancing overall quality.

FEEDBACK GATHERING#8

Collecting player opinions and experiences to inform design decisions and improve gameplay elements.

PROTOTYPING#9

Creating a preliminary version of a game to test concepts and mechanics before full development.

CORE GAMEPLAY LOOP#10

The primary cycle of actions players engage in during a game, defining the overall experience.

MECHANICS FLOWCHART#11

A visual representation of how different game mechanics interact, aiding in the design process.

CHARACTER BACKGROUND#12

The history and context of a character within the game, influencing their motivations and actions.

QUEST DESIGN#13

The process of creating missions or tasks for players to complete, driving the narrative and gameplay.

DIVERSE PLAYTESTERS#14

Recruiting a varied group of players to test a game, ensuring a wide range of feedback and perspectives.

PLAYTESTING PLAN#15

A structured approach outlining how playtests will be conducted, including goals and methods for feedback collection.

FEEDBACK FORMS#16

Documents used to gather structured player feedback during playtesting, helping to identify strengths and weaknesses.

SECOND PLAYTESTS#17

Subsequent rounds of testing conducted after initial feedback, focusing on assessing changes made to the game.

DOCUMENTATION#18

Written records of the game design process, including rules, mechanics, and feedback, essential for development.

DESIGN JOURNEY#19

The overall process and experiences involved in creating a game, from initial concepts to final product.

COMPILING PROJECT DOCUMENTATION#20

Gathering all relevant materials and records from the design process to create a comprehensive presentation.

DEMO SESSION#21

A live demonstration of the game to showcase its mechanics and features, often used during presentations.

RUBRICS#22

Guidelines used to assess the quality of work based on specific criteria, aiding in self-assessment.

ENGAGING EXPERIENCE#23

A gameplay experience that captivates players, encouraging immersion and enjoyment.

PLAYER DYNAMICS#24

The interactions and relationships between players, which can affect gameplay and enjoyment.