Entries by Jeroen Wimmers

When in doubt, go extreme

There’s always at least two ways to go when designing: punish – reward, easy – hard, simple – complex, visible – invisible, big – small, casual – hardcore, and so on. If you’re not sure which one between the two would work, maybe try them both. Or if one side is not working, try the […]

It won’t be done in 3 months

Good things take time, and great things take even longer. Usually a great game won’t be finished in 3 months, at least 1 year is more likely. Of course it depends per title, but it’s something to keep in mind. It will probably take twice as long as you think. When the basic idea is […]

Finish your game

At some point, you’ll have to decide the game is finished. This can be the hardest thing especially when you don’t have any hard deadlines (like most indies). But when you have the time and resources, I do believe it’s worthwhile to make the best game you can. If it’s emotion driven, make it as […]

Content follows form

Form: the essential nature of a thing as distinguished from its matter For games, this would mean the context the game is in and the structure and rules (nature) that follow from it. For example, the free to play (F2P) model. It is a form of game that is obviously free and relies on ads […]

Form follows function

Form: the shape and structure of something as distinguished from its material “Form follows function” is a principle that emerged from architecture and is now used pretty much everywhere, including game design. Games have a whole lot to communicate and as a game designer, you try to do it as well as you can. As […]

Function over visual

Make your game work before making it look good. A good looking game can have its function too, but don’t rely on it keep players playing. It can pull players in, but to keep them there, the game needs to be fun. If something looks amazing, but it’s more functional with lesser art, it’s probably […]