Game Design Blog — Cheryl-Jean Leo

game design theory, concepts and techniques

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  • Game Design

    the joy of watching untitled goose game: review

    July 12, 2021 /

    I’ve been going through a slump lately.  So, when looking for a game to play (and later on which to do a game design review): something light, not too serious, without too much commitment, my gaze settled on the 2019…

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  • Game Design

    antichamber review: flipping the script on learning in video games

    July 6, 2020 /

    Over the past few days, I’ve spent many hours wandering the corridors and exploring the rooms of Antichamber, the 2013 puzzle platformer game by Alexander Bruce.  It’s a mind-bending experience packed with tons of intriguing puzzles, and aside from some…

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  • Game Design

    how baba is you puts the spirit of play into puzzle games

    June 1, 2020 /

    I find puzzles a lot of fun, and I enjoy games very much.  However, putting those two together is more complicated than it sounds.  You see, while “puzzle games” is a common category in any gaming catalog, it is not…

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  • Game Design,  Travel

    dissecting and designing dark escape rooms

    January 7, 2020 /

    There’s a specific group of friends I enjoy going to escape rooms with.  I’ve got my puzzle enthusiasts, those who love Sudokus or a challenging level of Baba Is You.  There are one or two who fancy themselves detectives and…

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  • Game Design

    puzzle game design: are you creating impossible puzzles?

    August 30, 2017 /

    I have always liked puzzles.  There are few things that give me more satisfaction than putting my mind to a problem and solving it.  A good description connects this to our relationship with pain. People solve puzzles because they like…

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  • Game Design

    designing lightning quick game loops for replayability in video games

    August 2, 2017 /

    There’s a quote in showbiz, sometimes ascribed to P.T. Barnum, sometimes to Walt Disney: “Always leave them wanting more.” Whoever said this was probably not thinking about games, but about entertainment experiences as a whole.  The Barnum and Bailey Circus…

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  • Game Design,  Travel

    escape room design: story first, puzzles second

    June 21, 2017 /

    Because escape rooms have their roots in games, I think an all-too-common design problem is the focus on creating really great puzzles. While clever, interesting and unique puzzles do add to the player experience, they are not the most interesting…

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