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Pleasure without learning leads to addiction

Our industry tends to use many terms without having strong understanding of them. Pleasure, motivation and addiction are generally mixed up and misused despite being central to entertainment. So much...

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Fun and uncertainty

“Have you found the fun yet?” is a question we often hear asked to designers. It shows how shallow is our understanding of the craft of games, but also how easily we accept such a vague mandate. Trying...

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SFU talk – Defining Gameplay: Between Chaos and Structure

I was recently invited by the cognitive science department of Simon Fraser University to participate in a series of event regrouping researchers and industry members at the Centre for Digital Media....

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Recently started vlogging

As I had a good amount of requests to run the game design seminar on the East coast or abroad, I turned myself toward online solutions. As a result, and while I am working to setup my training program...

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Assassin’s Creed flow, motivation and reward

Recent Ubisoft games have been observed to share a lot of game mechanics. The formula gradually evolved through the years but took its roots in the first open-world title of the company, Assassin’s...

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