Game Design Blog — Cheryl-Jean Leo

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  • Game Design

    why we don’t play “rock, paper, scissors, lizard, spock”

    May 25, 2020 /

    If you’ve seen The Big Bang Theory, you’ve heard of a game called “Rock, Paper, Scissors, Lizard, Spock”.  The TV show popularised Sam Kass and Karen Bryla’s expanded version of “Rock, Paper, Scissors”, which included two more hand gestures, “Lizard” and…

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  • Game Design

    legends of runeterra review: player agency in card games

    May 18, 2020 /

    Riot Games’ new collectible card game Legends of Runeterra is, in a word, frustrating. This is a game with high production value – polished graphics, animations and sound design as expected from the creators of League of Legends.  And yet,…

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  • Game Design

    kind words game review: a rare haven of companionship

    April 27, 2020 /

    Online games have long been notorious for toxicity amongst players.  A 2019 study said that 74% of US gamers have experienced harassment in online multiplayer games, with offensive names and trolling or griefing topping the list of incidents1. As an…

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  • Game Design

    hero power creep in hearthstone’s new demon hunter class (part 2)

    April 20, 2020 /

    Last time, I talked about the game design challenges of releasing the first new class to the online card game Hearthstone.  As a refresher, the Demon Hunter class was so powerful, and therefore problematic, that Hearthstone developers nerfed several new…

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  • Game Design

    the rapid rise and fall of hearthstone’s new demon hunter class (part 1)

    April 13, 2020 /

    Let’s face it, Hearthstone’s new Demon Hunter class was always going to be trouble. In its biggest update since Hearthstone’s release in 2014, the popular online card game added the first new class ever to its roster of playable heroes…

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  • Game Design

    3 time zones, 1 board game: gaming together in a time of social distancing

    April 6, 2020 /

    My first thought about playing a board game online was that it was never going to work. Nowadays, getting a group of friends together is almost impossible without weeks of notice, and even then, at least one person is bound…

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  • Game Design

    new plague inc. cure mode where you stop pandemics in response to covid-19

    March 31, 2020 /

    If there’s one game that has made headlines in the current COVID-19 crisis, it’s Plague Inc.  The 2012 mobile game saw a tenfold surge in players as early as January, with more than a 100k downloads in 30 days1.  As…

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  • Game Design

    why i’m playing zelda: breath of the wild during the covid-19 pandemic

    March 25, 2020 /

    I’ve wanted to write about The Legend of Zelda: Breath of the Wild for a long time, because of the profound impact it had on my life and the lightbulbs it lit up in my game design brain.  In fact,…

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  • Game Design

    hogwarts mystery duels: rock-paper-scissors combat design

    January 28, 2020 /

    Make no mistake, there’s a lot I don’t like about the mobile game Harry Potter: Hogwarts Mystery.  Released in 2018 as the first game under the Warner Bros. Interactive label Portkey Games, it was widely panned for its micro-transaction-heavy gameplay1,…

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