Game Design Blog — Cheryl-Jean Leo

game design theory, concepts and techniques

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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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  • 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

    time is (micro) money: designing micro-transactions and waiting in games

    August 16, 2017 /

    Last Wednesday, I spent about three hours at the local DMV waiting to renew my driver’s license.  During that time, I finished reading the book I had brought, had a lengthy conversation with my parents on the phone, and joked…

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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

    1,001 levels of candy crush

    March 15, 2017 /

    I reached level 1,001 of Candy Crush this weekend. At this point, you stare at me incredulously, without even trying to conceal your ridicule, and ask the burning question, “Why?” You’re not the first person to ask this question. When…

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  • Game Design

    we are addicted to progress: designing progression in games

    February 15, 2017 /

    On a car ride in the passenger seat, my friend handed me his phone and asked me to help him hatch some chickens while he was driving. He was talking about Egg, Inc., this game where you tap a red…

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