Modal Play in d20 Tabletop RPGs
Chungumung Thoughts
Designing a Fighting Game Part 4: Melee DPS
Game Balance Through Homogeneity
Designing a Fighting Game Part 3: Tank Overviews
Ludonarrative Dissonance and Its Forms
Designing a Fighting Game Part 2: Establishing the Roster
Parasitic Mechanics in Games
Designing a Fighting Game Part 1: Inspiration, Controls, and System Mechanics
Narrative Mechanics in Games: Flowchart Dialogue
Measuring Health in Games
The Genius of Dragon's Dogma Enemy Design
How Different Map Layouts Affect TTRPGs
CRPGs as Adaptations of Existing TTRPGs
Why OSR Needs to Evolve
Downtime vs Uptime Decision-Making
What Makes a Good Character?
How Monetization Affects Design
Diagetic Controls and How They're Implemented
Why Do Motion Inputs Still Exist?
How Input and Output Randomness Affect Design