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Building Moonflight
Talking to a game design colleague it became clear that the idea behind Moonflight was a good solid one, there needed to be a good,...


Idea to Concept: Moonflight
I admire the simplicity of an elegant design idea, hopefully most games designers and developers do. The concept of a deck builder is...


Urban Nights
Urban Nights is designed to allow multiple players to engage in a small playing area in relatively short time. It requires each player to...


Pitch and Yaw
Pitch and Yaw is designed to simulate one simple fact, that ships at sea are a constantly shifting environment and unsecured debris or...


Moonflight
Moonflight is based on a basic deck builder pattern but extended by the secondary concept of a "deck unbuilder". By valuing a player's...


Chasing May
Language in games design regularly requires a specificity and accuracy alien to casual speech, made all the more onerous by the necessity...


Brutal Deluxe
Should we manage to release the various Challenge Decks there are a series of deluxe expansions planned for SSO. Since the ship in SSO is...


Things Emerging
Emergent narrative is a term for the story telling that occurs outside of what's written specifically into a narrative. For example, in a...


Primary Engines
My natural inclination with games is to see them in a very abstract fashion, which while working on Gaslands with Mike Hutchinson worked...


Playtesting Judgments
Playtesting is vital. Its hard to know how much is enough, just like re-writing, but certainly some is vital. As a designer its very easy...