We get a lot of inquiries about our game design process at PikPok, so we wrote up a little article to expose our thoughts and process around the game design role within the studio. More at the link http://pikpok.com/news/inside-pikpok-game-design/ Interested to hear any feedback or alternate philosophies or approaches either here or via comments on the article. Former "Inside PikPok" articles below: Technical Art http://pikpok.com/news/inside-pikpok-technical-art/ Usability http://pikpok.com/news/insidepikpok-usability/ Quality Assurance Testing http://pikpok.com/news/inside-pikpok-quality-assurance-testing/
Fantastic read. The short paragraph on controls (largely breezed over) was the most meaningful to me. Our puzzler's only complaint was that the controls weren't perfect. I think I need to learn to make controls more invisible.
After playing Monsters Ate My Condo, I just assumed that your design process was fueled by absinthe, after which you locked the coders in an opium den until they had a finished product to release.
thanks for the link! I'm not a developer myself but reading it makes me rethink my approach as I test games, etc
Does PikPok do contract work? I'm guessing not? Thought I'd ask anyways. I'm just having trouble finding a game studio that does contract work? Any suggestions?
I really like the part of how users interpret and make their own rules for the games they play (like Monopoly). I think with Video Games that's becoming less and less of a possibility.. but hope more customization options can be allowed so the gaming experience becomes very personalized to each gamer
playtest playtest playtest Good read! And a very good point on "live and breathe games" - I'll add that besides making games it's most important to show them around and get feedback - playtest. Quite obvious really, but I like to exaggerate with this point.