Blueprints 
Hanukkah Special — Day Seven | Architectonics
Today, we will engage with the fourth and final design territory of the Ludotronics paradigm, Architectonics.
Hanukkah Special — Day Six | Narrativity
Narrativity, our design territory for today, is all about “emotional appeal,” seen from the viewpoint of narrative qualities or properties that work toward conveying specific meaning in a specific dramatic unit for a memorable gameplay moment.
Hanukkah Special — Day Five | Plurimediality
So what’s the aesthetic experience of our Hanukkah game going to be? To answer this question, tentatively, we will look at the game’s style and sound.
Hanukkah Special — Day Four | Interactivity
Today, we will explore the first design territory for our Hanukkah game, Interactivity.
Hanukkah Special — Day Three | Audience & USP
Today, on the third day of Hanukkah, we will explore possible target audiences and the game’s unique selling proposition, or USP.
Hanukkah Special — Day Two | Theme & Core Experience
Today, we will turn to the meaning Hanukkah has acquired over time, from the Talmud until today, to find our game’s theme and its core experience.
Hanukkah Special — Day One | Intel
Along the eight days of Hanukkah, of which today is the first, let’s sketch a game concept about Hanukkah along the Ludotronics paradigm as an exercise.
Native Informants in Game-Based Learning: Gender
Calling in native informants as consultants is exceptionally useful for avoiding mistakes, designing convincing characters, and broadening a game’s reach beyond its mainstream audience.
On Interactive Writing: Jon Ingold’s Sparkling Dialogues
How to plan, prepare, and execute dialogue that is both interesting and interactive.
How the Games Industry Killed the Dragon Chris Crawford Went Out to Slay
While the Dragon was vanquished, it wasn’t vanquished in the way we hoped.
Not Even Dreams: From Oz’s Yellow Brick Road to The Division 2’s Capitol
Experiences, all experiences, are inside our heads; and inside our heads, all our experiences are real.
Ludotronics: On Lectures, Levels, and Learning Outcomes
In terms of learning outcomes, game levels have a lot in common with university lectures and can be planned in similar ways.
Ludotronics: On Exploration
Whatever it is you’re working on, always make sure to remind yourself to go explore.
Entering Game Space: A Very Compact Primer
A brief essay on passages in game design that I wrote for my university’s news room page.
On Flow and Flow Control
A brief essay on “flow” in game design that I wrote for my university’s news room page.
Breaking Down Siloed Educational Subjects & Learning with Computer Games: Finland Leads the Way
What I feel now is the powerful urge to immediately move to Finland.
Storytelling Technique, Western Culture Edition
Applies to around 95 % of popular books, movies, tv-shows, or video games. Add meta bonus for rationalizations in literature vs. genre / highbrow vs. lowbrow manifestos.
Thing Is, Austin Walker Is Creating Great Video Game Criticism (And You Can Chip In Some for It on Patreon)
Or, in the immortal words of Harlan Ellison: “Pay the Writer.”
#ECGBL 2014: The Pitfalls of Gamified Learning Design
Game-based learning can provide us the tools to learn and create collaboratively, and to teach us to learn and create collaboratively, for sustained lifelong learning-experiences.





