A game is a series of interesting choices. - Sid Meier A common game design framework is called MDA, or Mechanics - Dynamics - Aesthetics. Players experience it back to front; from feelings (Aesthetics) through how they interact with the game (Dynamics) due to the rules (Mechanics). Game designers, however, create the game by starting… Continue reading 7 Mechanics of Innovation
A bias towards action. It's one of the most sought-after characteristics in a lean, mean innovation team. However, can too much of a good thing be hazardous to the quality of your work? Creating movement and getting stuff in the hands of the user is great, but just quickly delivering what was asked for only… Continue reading Thinking like a Producer vs Producing like a Thinker – And Three Things You Can Do About It
Our minds were young and fresh not that long ago. Sure maybe we were a little naive, but that is because we looked at the world with wide, trusting eyes. And then it happened. We could no longer trust what we saw and lines were drawn between viewpoints that separated brother from sister. It was... The… Continue reading Knowing What You’re Seeing
I enjoy a good scary movie from time to time and zombies are everywhere. Zombies cause a load of difficult situations for folks. Imagine that you've just pronounced Steve* deceased, when all of a sudden, Steve sits upright and starts expressing his sudden love of brains. "My bad everyone" you might say sheepishly "I could've sworn he was a goner." Pre-mortems help us plan for failure, before we fail.