Category Archives: Game design

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Mercury Shift Devblog: Gamedesign Recap

After a long pause, here comes the awaited blogpost of it all. It is a megapost, so we devided into a few chew-able bits. We have to catch up a bit with the devblog of Mercury Shift and we haven’t… Continue reading the rest of this article →

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Mercury Shift 3D added to page, also: Gamesprout!

Best thing about making your game? Seeing progress and getting feedback. We are as happy as a bird with a french fry to see things coming together. The team worked quite hard the week before we started writing our bachelor… Continue reading the rest of this article →

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Time-lapse: Creating a tutorial level for MS3D

When I show people prototypes or games we’ve been working on I always get asked if I was the programmer or maybe the guy who has drawn all this. I try then to explain what exactly it is that I… Continue reading the rest of this article →

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Level Design analysis: Heatmaps

It’s been a while since my last blogpost due to the fact that Team-Klonk is very busy right now and in the middle of working on our bachelor thesis. Anyways, today I got quite an interesting article for all of… Continue reading the rest of this article →

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A: How the hell do you keep players from getting stuck in a level?

I can answer this question by asking another one: How is it possible to screw up a puzzle in the game? Well, there are several ways to mess up. Given all the mechanics, players usually start to abuse them to… Continue reading the rest of this article →