Game Design Blog — Cheryl-Jean Leo

game design theory, concepts and techniques

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Game Design

puzzle game design: are you creating impossible puzzles?

Game Design, Travel

super nintendo world and the interactive theme park pipe dream

Game Design, Travel

disney genie plus app and the game design of fastpass

Game Design

the joy of watching untitled goose game: review

Game Design

scare tactics: game design of fear in dead by daylight

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Card and Board Games
  • Game Design

    wingspan bonus cards reference list with applicable birds

    / September 26, 2022

    Wingspan’s bonus cards showcase the thoughtful balance of the board game.  In the original game, there are twenty-six bonus cards that award the player who has them bonus points for achieving different goals. As an exercise, I’ve created a list…

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  • Game Design,  Travel

    the great houdini escape room: game design review

    / September 19, 2022

    My last post was dedicated to identifying some of the most common design blunders in crafting escape rooms.  This post follows up with a design deep dive into a well-executed escape room, The Great Houdini Escape Room by Palace Games…

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  • Game Design,  Travel

    common mistakes to avoid when designing escape rooms

    / September 12, 2022

    Escape rooms are physical puzzle game environments where you get locked in a room with a group of friends and have a time limit within which you try to escape, by using clues and solving puzzles. These rooms are based…

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  • Game Design

    inventing new player types outside the bartle taxonomy’s four

    / August 22, 2022

    In 1996, co-creator of the first Multi-User Dungeon game (MUD) Richard Bartle published his theory of four player types.  With his theory outlining the motivations of and interactions between achievers, explorers, killers and socialisers1, Bartle set a standard for the…

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  • Game Design

    beyond bartle’s taxonomy: discover your game’s player types

    / August 8, 2022

    Bartle’s Taxonomy of Player Types, or Player Type Theory1, is inescapable when learning about game design.  Since Richard Bartle put down in writing the four player types he found in Multi-User Dungeon games (MUDs) in 1996, the theory has become…

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  • Game Design

    hearthstone mercenaries mode is only good for the grind

    / July 25, 2022

    The most recent new mode to arrive in Hearthstone was Mercenaries, in October 2021.  Another distinct departure from traditional Hearthstone, this also differed from Battlegrounds and Duels in interesting ways. One notable trait was the procedural generation of maps of…

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  • Game Design

    league of legends challenges: a flawed achievement system

    / July 11, 2022

    In May 2022, Riot Games released a new achievement system for League of Legends.  “Challenges” launched with over 300 goals.  Each of these challenges has multiple tiers that level up from Iron to Master. Frankly, League of Legends has needed an…

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  • Game Design

    hearthstone duels is its best designed game mode, with the least support

    / June 27, 2022

    Duels was the Hearthstone mode we all knew was coming.  Its format was the most logical next step for a collectible card game whose number of cards and mechanics were growing at an unsustainable rate. Personally, I think Duels is…

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  • Game Design,  Travel

    best of palace games escape rooms: houdini, roosevelt or edison?

    / June 13, 2022

    Over the years, I’ve been lucky enough to have played all of Palace Games’ in-person escape rooms.  Located at the Palace of Fine Arts in San Francisco, Palace Games offers the trio of The Great Houdini Escape Room, The Roosevelt…

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