An image of a player who is aiming-down-sights with a destiny gun. There's fiery VFX in the air and the gun is firing a beam at an enemy combatant.

The Basics of Destiny Encounter Design

I realized that despite working on Destiny and Destiny 2 encounters for years, I’ve never really talked in any sort of detail about what goes into that. Let’s change that!

If you haven’t done it already, it’s worth reading my Fundamentals of FPS Gameplay article, which is a 5-10 minute read that I originally wrote for this Destiny article.

A screenshot from the ultimate fight at the end of the Undersea Palace in Chrono Trigger. The party members, as well as Schala and Magus, are all on the ground. The Queen sits atop Lavos, casting a spell. Crono Is standing up, his final stand.

Breaking Game Rules for Dramatic Storytelling

As game designers, one of our most powerful dramatic tools is the rule break:

Those moments when we break a long-established rule for the purposes of punctuating and aligning with a dramatic story moment

This was a key philosophy for, say, Undertale’s game design, but you see it everywhere.

This may sound obvious to some folks, but I think it’s worth looking at more closely!

A screenshot from Destiny 2, of a fireteam running down a scintillating triangle hallway towards a portal.

Laid off from Bungie

After 9 years–fully half of my adult life–I was let go from Bungie this morning, along with MANY other amazing folks.

Getting to work on a game like this, where I made and helped make experiences that are enjoyed by millions of people, was a huge privilege.

But I don’t want to leave this off with a simple “it was a privilege, thank you Bungie”.

The store splash screen for Lethal Company

The Appeal of Jank

I am intrigued by the way that younger players from outside the core “AAA” gaming bubble seem to respond super well to games that are… social, lofi, watchable, and “janky”.

Lethal Company, Palworld, everything in Roblox, Five Nights at Freddy’s, even Minecraft.

The “janky” part is the most interesting bit to me. Why is this appealing, why does it work well for this audience in particular?

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: Engaging the senses

One of the ways to create a sense of place and make environments more memorable is to engage more of the player’s senses. As game creators we don’t always have a lot of avenues to do this! We can’t actually provide smells, for instance. If you’re working on a pen and paper game, as some of you are, you may not have direct access to ANY of the player’s senses, and need to instead evoke them with words.

So some useful angles to look at this from:

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

What is “World Design”?

The theme of this class is “World Design”, a subset of Game Design. The goal of this document is to explain what that means!

“World Design” is nebulously defined. Some companies have “World Designer” as a job title, but they don’t necessarily describe the same job. I’ve seen it used to describe traditional mission or level design work, designing vast non-linear spaces in open world games, and even the design of systems or UI related to the game world. So we will use a very broad definition in this class.

If Game Design is…

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: Enforcing Content Conventions

As game designers, you’re used to thinking about games as systems of rules. You may know rules as things that are enforced by game systems via constraints and affordances: a game is hard-coded to allow this action, but not that action. Voilà, a possibility space is defined!

But many rules are NOT enforced by code or systems, and are instead conventions, patterns, or best practices that the developers stick to when building content. Let’s look at some examples.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Twitter Thread: The World-as-Mystery Genre

One of my favorite story archetypes is the “world as a mystery”. I love it when there’s a big unknown about the setting’s mechanics or history that deeply impacts the story + characters. And the story is then structured like a mystery novel.

I love that excitement of learning a setting’s history and, as we learn more, it re-contextualizes everything we thought we knew about that world. Of course, major revelations about the world must coincide with major character moments for maximum impact!