Tag Archive for ‘ludotronics’
Winter (Term) Is Coming!
The fall/winter term 2024/2025 is approaching, and with it a new batch of freshwo:men.
The Ludotronics Book Companion Site Is Finally Complete!
It’s been a very long journey. Now I can take a break and then focus on my next book! 🙏🥂💃
Comp Copies Arrived and The Ludotronics Game Design Methodology Is Shipping!
If you can’t or don’t want to order the book right now, that’s fine! But you can spread the word, that will make me happy too.
As of today, The Ludotronics Game Design Methodology Is Available for Pre-Order!
Even if you don’t want to or can’t preorder at the moment, you can spread the word! That’ll make me happy too.
Yay! The Ludotronics Game Design Methodology Is Coming Out Soon!
You can’t yet preorder it, but you can get the word around! That’ll make me happy too.
New Yorker Interview with Miyazaki Hidetaka
An illuminating interview with FromSoftware’s game director Miyazaki Hidetaka.
Hanukkah Special — Day Eight | Summary & Outlook
Today, on the last day of Hanukkah, we will wrap everything up; talk about period style, game type, and game loop; and draft a list of tasks needed to advance this conceptual sketch toward a pitchable game treatment.
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.
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.
Release: Ludotronics
Release of my book Ludotronics: A Comprehensive Game Design Methodology From First Ideas to Spectacular Pitches and Proposals for intermediate and advanced game designers.





