Game Design Blog — Cheryl-Jean Leo

game design theory, concepts and techniques

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  • Game Design

    hearthstone battlegrounds: a card-based auto battler experiment in game design

    April 25, 2022 /

    2019.  The year before the COVID-19 pandemic shut down the world.  In games, this was the year of the auto battler.  Dota’s Auto Chess mod debuted in January, becoming a resounding success.  By June, Riot had jumped on the trend,…

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  • Game Design

    comparing hearthstone’s game modes: battlegrounds, duels and mercenaries

    March 28, 2022 /

    Hearthstone has evolved significantly over the past two years.  In 2020, the introduction of its first new class, Demon Hunter, and the initially contested new rewards track have been two of the largest changes the game has seen so far.…

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  • Game Design

    the best improvements to hearthstone’s rewards track

    April 19, 2021 /

    I’ll admit, I give Hearthstone a hard time on this blog.  But that’s only because I have such a high standard for the awesome card game that captured my imagination way back in 2014.  It’s been a mainstay on my gaming list…

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  • Game Design

    what went wrong with hearthstone’s new reward system

    March 8, 2021 /

    In November 2020, Blizzard revamped Hearthstone‘s reward system in a major way for the first time since the popular card game’s release in 20141.  But after the new reward system’s release on 11th November, there was an outcry amongst unhappy…

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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

    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

    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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  • Game Design

    on wizards unite and games as fantasy fulfillment

    September 6, 2019 /

    When I started playing Harry Potter: Wizards Unite in June, I knew I would have a lot to say about it.  I wasn’t wrong.  My list of critiques for this game grew as I played it constantly for the next…

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