Scope and production
How to reduce a video game's scope
From Shadow Strike to Boostbound: how to review dependencies, reduce a video game's scope and preserve a viable core without losing its intent.
Game Design Insights
Dados y Mandos is my space for discussing the design and creation of board games and video games. In short videos, I share examples, questions and lessons about the decisions that shape the experience of playing: from teaching a rule to interpreting a playtest or deciding what belongs in a project.
Here I bring together article versions of those videos, with more context to explore each idea and show how I connect systems, player behaviour and what a team can realistically produce.
Scope and production
From Shadow Strike to Boostbound: how to review dependencies, reduce a video game's scope and preserve a viable core without losing its intent.
Mechanics and narrative
What ludonarrative dissonance is and how to check whether a game's actions and rewards support its story and the experience it promises.
Playtesting
How to interpret playtesting comments, find the problem behind a suggestion and define a test before changing your game's rules.
Player experience
How to design a defeat that invites another attempt: uncertainty, understandable causes and learning that makes the next victory feel earned.
Data and decisions
How to investigate patterns of players leaving matches: connect events, observe decisions and test hypotheses without confusing a metric with its cause.
Systems and balance
How to design comebacks and manage snowballing so losing players keep meaningful decisions without cancelling an advantage another player earned.
Clarity and trust
Why a mathematically correct result can feel unfair and how to communicate probabilities, damage and hidden calculations so players can learn.
Playtesting
A Dwarves Life example of complexity versus depth: how to check whether a rule changes decisions before adding more exceptions to the system.
Learning
How to teach rules and design tutorials: order information, provide context and observe where players get lost during their first sessions.
Prototyping
How to decide what to test in a game prototype, isolate variables and observe results that inform decisions before investing in production.
Documentation
What a Game Design Document is, what it should cover and how to update it after testing so the team stays aligned without freezing the game's design.
Documentation
What board game manuals can teach a GDD: clear terms, shared decisions and a practical check to see whether your documentation works without its author.