Entries by Jeroen Wimmers

Playtest like you aren’t there

If you are too focused by what the player is doing during a playtest, they will notice it and play differently. They will be more aware of what they’re doing and the pressure of failing will rise. You’ll always have this problem, players will never play like they would on their own, in a safe […]

Good design is good communication

Just as a writer uses words, a game designer uses visuals, text, sound, interaction (or any input really) to communicate its message. But a good book is not just a collection of words. It’s words chosen with purpose and intent. So in the same way a game designer chooses its ‘words’ carefully to convey a […]

Design should not only be judged by the problems it solves, but by the problems it creates

Often it’s easy to tunnel-vision when solving a particular problem, forgetting about the problems it could create. And when the solution becomes complicated, there’s a good chance it will create more problems throughout your game. Keep it simple. This happened to me while designing a level select. Tried out many intricate versions that solved all […]