GDZ 003 : Level Up! Portfolios, Finishing, and Next Steps

Game Design Zen : Episode 003

How can you level up? Whether breaking in, or looking for the next opportunity, we pursue excellence through deliberate practice – building a portfolio of finished projects. Stand apart, improve, and level up.

  • The Hiring Perspective (02:30)
    • Joel on Software – Smart and Gets Things Done
  • Luck (05:30) – Lucky Luck and Prepared for Opportunity
  • Networking (06:50)
  • Portfolio (08:45)
    • Dropping the Gauntlet (12:15)
  • What Gets In Our Way (18:00)
    1. Perfection
    2. Sunk Cost Fallacy
    3. Loss Aversion
  • Art, Coding, and The Design Guy (23:45)
  • The Dream (26:25)
  • Zen Spot – College or Not? (28:25)

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for developers, artists, and designers including the art, science, and business of better games. Level up to zen.

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GDZ 002 : Flow – The one design idea you must know

Game Design Zen : Episode 002

What is the one thing you must know? When we play games, we become so involved in the activity that nothing else seems to matter. Minutes can be so intense they feel like an hour, and yet, hours can fly by in minutes. That experience is flow, and it’s the reason we play. In this episode, we discuss what flow is, why it matters, and the simple recipe we can use to promote it in our games. Then, we discuss a brand new visualization that makes it easier to remember : Flow Space.

  • What Flow Looks Like (01:25)
  • The State of Flow (04:00)
    • Clear Goals (08:40) – Explicit, Implicit, Player Driven Goals
    • Feedback (14:40)
    • Balanced Difficulty (18:00)
    • No Distractions (21:45)
  • Zen Spot – Flow Space (25:00)

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for all things Game Design including the science, art, and business of developing better games. There is always room to level up.

The Flow Diagram

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GDZ 001 : How much is enough? The Paradox of Choice for Game Design

Game Design Zen : Episode 001

How much is enough? With Sid Meier defining games as a series of interesting and meaningful choices, we often stuff in as many choices as possible! In this episode we explore World of Warcraft and Rift, to show WHY the Paradox of Choice matters. We discuss how to design to avoid option paralysis, postponing decisions, and regret. We introduce flow, permanence, and practical tips we can apply today.

  • The Paradox of Choice (01:00) – Sid Meier
  • Psychology – Barry Schwartz (03:20)
  • Why Do We Care (04:00) - Wow vs Rift
  • Why Rift Struggled (11:45)
  • Impact of Paradox of Choice (14:28)
    • Option Paralysis
    • Postpone Decisions
    • Regret
  • Impact to Flow (17:30)
  • Rule of Thumb : 3 (19:50)
  • Simplification
  • Zen Spot – Permanence (24:00)
    • Opportunity Cost
    • Limited Impact

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for all things Game Design including the science, art, and business of developing better games. There is always room to level up.

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Why the New Look? Game Design Zen

What’s up with the new look for the website? Recently, I drove up to Pennsylvania to present the National Science Foundation’s Edugaming workshop. It was my fourth year! This year, we had high school teachers from four states as well as several college professors. My job is to teach them the fundamentals of game design – in order to help them design board games, table games, or card games that they can take back to the students.

Curtiss at LCCC - Edugaming Workshop

 

This year’s event went so well, that the good folks at Lehigh-Carbon Community College invited me to teach the 2nd year workshop too. So, I prepared new materials, a new card game, and drove back up, for the new presentation. This time, the participants already knew me, so we got straight to work.

About halfway through the day, I had this realization that there were few things in my life more meaningful than teaching teachers about games, so that they could in turn teach their students. That was the moment I realized I wanted more.

I considered everything from additional workshops, changing jobs, and even consulting. Then, recently, I was riding my bike, enjoying some podcasts – lost in thought – when a crazy idea formed in my mind. What if I hosted my own podcast?

Google led me to lots of resources on how to do. There’s Pat Flynn, and my absolute favorite, Cliff Ravenscraft at PodcastAnswerMan! I’m so grateful for all these two did to help me walk through the process. All that was left was to overcome my fear.

So, then, a few days back, I was riding my bike, this time with my wife. I told her what I was thinking – particularly about my fears. I asked her to either tell me that it was a silly waste of time or give me a kick in the pants to get past my fears. And before she could answer, a car approached. I fell back to let it pass. A few minutes later, I was able to pull back beside her so she could respond. That’s when she said, “You know, there’s four months before Christmas. You could have six episodes by then.” And like that, the gauntlet was thrown.

GameDesignZen_Logo_300

The podcastwill be called “Game Design Zen – the intersection of games, life, and the pursuit of excellence.” I’ve registered the domain, recorded two episodes, and have begun walking through the technical steps. I’ve also hired one of my favorite artists – Peter Simon from the UK. He helped with Block 64.

So, that’s what’s up with the new look, the new title, and all the new posts. I’m excited – and if I’m to rise to my wife’s challenge, I’ve got a lot of work to do. Gotta go!

 

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Christmas Crush (for Android)!

Jenilee challenged me to make a holiday game! Something simple and sweet, and the kicker was it had to be finished by Thanksgiving. So, I scrapped what I was working on and started with a simple idea. And now, it’s ready – Christmas Crush for Andoid!

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Ready? Set. Crush the red ornaments before they explode!

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