With the receipt of renders I take a closer look at some of the game’s buildings and the source of their inspiration
This is the first post in an occasional series examining design choices that were critical factors in the overall success of a game’s design. In this entry, I go right in with one of the greats and look at Dominion’s powerful victory point (VP) card mechanic.
The new Magnate site has launched today. It contains key information about the game’s many features: like its comprehensive tutorial mode (designed to allow players to learn without a rulebook) or its realistic 3D buildings of different types. As we get closer to launch, I’ll be adding more details about the game as well as updating the art and design elements as they develop.
If you aren’t already subscribed to this blog, you can sign-up there to get notified when the Kickstarter launches. The campaign is the due to launch in the Autumn of 2018.
A collection of resources to help you speed up and improve the process of working with artists. Especially useful if this is your first game and you’re the one in charge of making sure it’s beautiful.
It’s time for Magnate, a project I’ve been working on for nearly 7 years, to become a reality
Applying a cost-benefit framework to a specific mechanic in a TTR expansion, I explore if we can create a more objective way of weighing-up design decisions; at least as far as set-up goes.
Many years and quite a few designs ago, I made a mini-expansion for Dominion. It’s been sat in a drawer ever since. So as an experiment in criticism and self-reflection – and with the benefit of hindsight – I’ve decided to dissect it. I want to see what I did well… and not so well, and what lessons I can learn from it about design.