03 — Gamedev Pro Tip
Un consejo cada vez.
Una serie numerada que publicamos en X, una entrada al día. Cada una toma una sola afirmación sobre hacer y lanzar juegos y la defiende hasta el final. Están todas aquí, en inglés y en turco.
04 — X
Primero sale en X.
Un consejo nuevo casi todos los días, en turco. La traducción al inglés llega aquí.
Players don’t want a long game, they want one worth the money
Game design works like method acting
Your game competes with the player’s phone, not with other games
Teaching the game is level design’s job, not the UI’s
You found your best idea twenty years ago and did not notice
Count how many times you stepped outside the frame last year
Don’t mistake iteration for game design
Rip out a system and nothing changes, it was never part of the game
Players do not get bored, they finish learning
Stop looking for ready-made advice
Appeal and engagement are two different jobs
Nobody buys your game for being unique, they buy what they understand
Write down when you will drop the prototype before you start
Learn to cut features, you already know how to add them
Talk to people who do the job, but know what to ask
A game design degree only teaches the layer that expires