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The Arcade Artificer

Receive regular in-depth game design analysis. Discover how the best games entertain their players and learn to do the same.

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Games as Promises

How to design games that sell in three (very hard) steps.

No Scarcity, No Strategy

How do you design a compelling resource loop? Here's how I did in Drop Duchy

The Road From Reveal To Selling 100k Units

What happened in the year since we've revealed our first project? A lot.

How I Started An Indie Studio

My first game Drop Duchy is now announced, let me tell you how I got there.

Intro to Systemic Design

What's the difference between "system" and "systemic", and how to create solid systemic experiences.

The Tragedy of Skull and Bones

The disappointment lies less in the game itself and more in the industry as a whole

Lessons from a Smart Watermelon

Five design takeaways from a suprising hit game

Marvel Avengers First Hour Problem

When the intro misses the mark & what we can learn from it

When Should You Abandon Your Objectives?

Setting goals is important, but there are three situations where you should consider dropping them.

‘Follow The Fun’ is a Trap

When the ubiquitous development advice doesn't work, and what to do instead

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