{ "version": "https://jsonfeed.org/version/1", "title": "Gabriel Cornish", "icon": "https://micro.blog/GabrielCornish/avatar.jpg", "home_page_url": "https://gabrielcornish.com/", "feed_url": "https://gabrielcornish.com/feed.json", "items": [ { "id": "http://gabrielcornish.micro.blog/2024/03/22/larian-announcement-no.html", "content_html": "
🕹️ Larian announcement: No Baldur’s Gate DLC or sequel
\nThis made me happy.
\nLong-term, investing in owning and making games around your own IPs is better, even if it is riskier.
\nBG3 was a massive success. Players love Larian.
\nJust stumbled on this quote and it got me thinking.
\n\n\n“No matter what the work you are doing, be always ready to drop it. And plan it, so as to be able to leave it.” ― Leo Tolstoy
\n
I find myself sometimes clinging to things past the point where I should have let them go.
\n", "date_published": "2024-03-07T15:47:38-07:00", "url": "https://gabrielcornish.com/2024/03/07/just-stumbled-on.html" }, { "id": "http://gabrielcornish.micro.blog/2024/03/02/i-thought-it.html", "content_html": "🧘I thought it would be good to formalize my mental health toolkit.
\nThis process keeps me going:
\nTotal time required:
\nI want to get back to doing my MS Paint doodles, so here’s todays.
\n\n", "date_published": "2024-02-09T20:26:47-07:00", "url": "https://gabrielcornish.com/2024/02/09/i-want-to.html" }, { "id": "http://gabrielcornish.micro.blog/2024/01/23/use-this-simple.html", "title": "Use This Simple Technique To Generate Gameplay Ideas Fast", "content_html": "\nHave you ever tried to make a game about a theme like love?
\nIt sounds simple, right?
\nBut when you sit down to design it, you might find yourself stuck.
\nWhere do you even start? There are so many ways to approach this theme. It’s like standing at a crossroads with hundreds of paths.
\nYou could go in any direction, but how do you know which one is right?
\nThis is a big challenge for game designers, both newbies and pros. It’s easy to get lost in the sea of ideas and end up not starting at all.
\nWhy is solving this problem important?
\nWell, having a clear process to turn any theme into a game concept is key. It helps you move faster in developing your game.
\nYou waste less time thinking and more time actually creating. Plus, you start to get a feel for what ideas will work and what won’t right from the start.
\nI’ve been there, stuck in the idea phase.
\nOnce, during a game jam, I spent half of the 48 hours trying to decide on an idea.
\nWhen I finally picked one, I hardly had any time left to make the game. And I wasn’t alone in this struggle. After reading other developers' logs, I knew we needed a better way.
\nThe solution is simple: “Verb Before Consequence”, or V.B.C.
\nThis means you think of a gameplay idea as something the player must do (the verb) before something else happens (the consequence).
\nFor example:
\nThese ideas have a few key things:
\nSome might say this method is too simple to create a good game. But simplicity is powerful. The best games often have straightforward, engaging concepts.
\nFor example:
\nYou can dissect plenty of games and mechanics using this lens.
\nWhenever you need to come up with a gameplay concept, fill in the blanks, “Do (Verb) BEFORE (Consequence)."
\nBoom! You’ve got a solid concept to start designing your game.
\nBy using this V.B.C. method, you’ll find yourself moving from idea to game development much faster.
\nIt’s a straightforward, effective tool to unlock endless creative possibilities.
\nSo, next time you’re stuck, remember: Verb Before Consequence.
\nHappy game designing!
\n", "date_published": "2024-01-23T12:00:07-07:00", "url": "https://gabrielcornish.com/2024/01/23/use-this-simple.html", "tags": ["Newsletter"] }, { "id": "http://gabrielcornish.micro.blog/2024/01/15/ask-this-one.html", "title": "Ask This One Question To Make Game Design 10x Easier", "content_html": "\nYou know how tricky and complex game design can be.
\nIn this journey filled with endless tasks and challenges, it’s easy to lose focus. But there’s one simple question that can make your life as a game designer much easier.
\nHere’s the most important question you should always ask:
\n“What problem are we trying to solve?”
\nSounds simple, right?
\nBut it’s often overlooked even with experienced developers. When you’re deep in game development, it’s easy to get lost in the details and forget the main goal.
\nAlbert Einstein said, “If I were given one hour to save the planet, I would spend 59 minutes defining the problem and one minute resolving it.”
\nThis quote highlights how crucial it is to know the problem before you jump into solutions.
\nGame development is a journey filled with distractions.
\nAs a game designer, your job is to solve problems for the player. But remember, not every problem needs solving.
\nIt’s important to focus on the right ones. Asking “What problem are we solving?” brings clarity and focus.
\nProductivity: If you understand the problem, you can work more efficiently.
\nAlignment: It ensures everyone on the team is on the same page. This minimizes miscommunication and conflicts.
\nTime-saving: It saves hours of work. You don’t waste time on solving the wrong problems.
\nSome might think it’s a rude question, or fear it might get annoying if asked too often.
\nBut the truth is, it’s a necessary step in effective problem-solving.
\nI’ve been in design meetings where we debated solutions for hours! It never occurred to us that we didn’t even agree on the problem.
\nWe spent hours in discussions and left with no clear direction. We could have avoided this by asking, “What problem are we solving?”
\nAgree on the Problem: Always ensure everyone agrees on the problem.
\nClear Goal: At the start of meetings, state the problem you’re there to solve.
\nSelf-Reflection: If you’re on your own, ask yourself if you’re solving the right problem. Is it a problem worth solving to begin with?
\nIn game development, it’s easy to get caught up in endless tasks.
\nBy asking, “What problem are we solving?” you bring clarity and focus to your work.
\nThis simple question is a powerful tool in your game design toolkit. Use it wisely, and watch your productivity and efficiency soar!
\n", "date_published": "2024-01-15T11:24:30-07:00", "url": "https://gabrielcornish.com/2024/01/15/ask-this-one.html", "tags": ["Newsletter"] }, { "id": "http://gabrielcornish.micro.blog/2024/01/10/receiving-feedback-made.html", "content_html": "Receiving feedback made easy:
\nThis simple process elevates your creations and builds collaborative relationships.
\n", "date_published": "2024-01-10T09:49:51-07:00", "url": "https://gabrielcornish.com/2024/01/10/receiving-feedback-made.html" }, { "id": "http://gabrielcornish.micro.blog/2024/01/09/the-skill-in.html", "title": "The #1 Skill in Game Design: Mastering Feedback", "content_html": "\nWhen you’re crafting a video game, it’s like you’re in a bubble.
\nYou think your game is awesome, but will others feel the same?
\nThe truth is, you can’t know if your game is a hit or a miss until players get their hands on it. That’s where feedback comes in, and trust me on this, it’s a game-changer!
\nImagine feedback as a power tool in your game design toolbox. It’s not just about listening to what others say about your game. It’s about how you listen.
\nTaking feedback the right way can turn your good game into a legendary one. It will also improve your relationship with players and coworkers!
\nFirst things first, you’ve got to ditch the ego. I’m serious.
\nRemember, your game isn’t about you – it’s for the players. When someone gives you feedback, they’re helping you, not attacking you.
\nAppreciation is key here.
\nEven if you don’t agree with what they’re saying, say thanks. It shows you value their opinion. They will be more likely to come to you again with feedback.
\nHere’s a secret: when someone tells you there’s a problem with your game, they’re usually right.
\nBut if they give you a solution, be cautious. That’s your job to figure out.
\nEither way, be grateful you’re getting feedback. If someone’s not giving you feedback after you ask, it might mean they don’t believe you’ll receive it well. Yikes!
\nYou want play testers to always feel comfortable being honest with you. That’s your responsibility.
\nLearning to love feedback can do wonders.
\nThe more feedback you get, the more you learn, and the better your game becomes.
\nIt’s like having a secret weapon that keeps making your game cooler and cooler. Designers who know how to receive feedback will always produce a better game than those who don’t.
\nSome people worry that showing their game too early might give a bad impression. Or worse, someone might steal their idea!
\nAnd sometimes, the feedback feels just… wrong. Like the player doesn’t ‘get’ your game. Or they’ll just tell you what you already know.
\nThese are real worries, but don’t let them stop you from seeking it out anyway. The value you get from a good feedback process outweighs any of the costs.
\nIt’s never too early to get feedback.
\nLook at how Slay the Spire looked when their designers started requesting feedback.
\n\nThat game went on to become a smash hit!
\nI didn’t always take feedback well.
\nIn the beginning, I would get defensive or justify my design. I would blame the person for not “getting” my design.
\nThis held me back as a game designer.
\nBut when I started embracing feedback, everything changed. I went from a so-so designer to one of the best on my team! I got promotions and more opportunities within the studio.
\nPeople enjoyed working with me because I was open to their ideas. They felt comfortable coming to me with problems and I loved hearing their feedback.
\nIt wasn’t always easy, but it was always worth it.
\nReady to become a feedback expert? Here’s how:
\nAppreciate the Feedback: Say thanks, even if you don’t agree. It shows gratitude and encourages the other person to come back with more.
\nAccept or Discard: You decide if the feedback works for your game. Give the feedback honest consideration before making a decision. (Pssst, you can keep this part a secret.)
\nFeedback isn’t just about making your game better. It’s about being a better designer, a better team player, and building trust with players.
\nWhen someone offers you feedback, remember, it’s not just advice. It’s your ticket to being a great game designer! 🌟🎮👾
\n", "date_published": "2024-01-09T12:37:59-07:00", "url": "https://gabrielcornish.com/2024/01/09/the-skill-in.html" }, { "id": "http://gabrielcornish.micro.blog/2023/12/06/here-is-the.html", "content_html": "Here is the key to compelling games!
\nIt’s not just about mastering design techniques. Observe the behavior and emotions you enjoy in your favorite experiences.
\nHow can you get the player to feel those too?
\n", "date_published": "2023-12-06T12:02:28-07:00", "url": "https://gabrielcornish.com/2023/12/06/here-is-the.html" }, { "id": "http://gabrielcornish.micro.blog/2023/12/04/thoughts-are-temporary.html", "content_html": "Thoughts are temporary. They come and go. We just need to let them pass through.
\n", "date_published": "2023-12-04T11:09:47-07:00", "url": "https://gabrielcornish.com/2023/12/04/thoughts-are-temporary.html" }, { "id": "http://gabrielcornish.micro.blog/2023/12/03/the-game-dev.html", "title": "The Game Dev Practice That Changed Everything", "content_html": "\r\nI owe my entire game development career to a single practice: Learning to make games in 2 hours.
\nWhy it matters:
\nThere is no way around this. The experience gets you to where you want to go.
\n\n\n“You make good work by (among other things) making lots of work that isn’t very good, and gradually weeding out the parts that aren’t good, the parts that aren’t yours. It’s called feedback, and it’s the most direct route to learning about your own vision. It’s also called doing your work. After all, someone has to do your work, and you’re the closest person around.” - David Bayles.
\n
Solution: The two-hour game jam is the best practice to develop and keep your skills sharp and growing. It will:
\nNone of this is new. People have been making games in a short time frame for a long time. Vlambeer, a successful independent game studio, was created by game jam culture. Jan Willem Nijman would regularly participate in 3-hour game jams. He even once made a game in 16 minutes.
\n\n\nThat’s when I realized that design experience isn’t in the size of your games, or even in the scope of it - it’s in the number of projects you’ve been through. - Rami Ismail
\n
The game developer who has made a hundred small games has a massive advantage over the designer who’s only ever worked on one big game.
\nThe big benefit: This is a sustainable practice. Because the time commitment is so low, you can do this even if you have the busiest schedules. I’ve maintained this practice even while caring for a newborn, helping launch a AAA game, and spooling up a new workout routine.
\nNo matter how busy life gets, I can still crank out a game in 2 hours.
\nThe best part is you don’t need to do the 2 hours all at once! I tend to split up my 2-hour game jam into four 30-minute sessions.
\nIf you have 30 minutes every other day of the week, you can make games and improve your skills.
\nBy consistently practicing the 2-hour game jam, I’ve been able to:
\nLastly, it’s just straight-up fun! If you commit to the practice, I guarantee you will have fun.
\nThis part is crucial! You’ve made a game, and now it’s time to put it in players’ hands so that they can play it. If you can’t bring yourself to share your game, you must delete the game. Permanently.
\nThis teaches you a couple of things:
\nHowever, go for it if you want to capture a screenshot or video before deleting your game.
\nA common objection: “But what if I want to keep working on it because I like what I built and it has potential?”
\nIt took two hours to make the game. Delete it and start over. If you can’t get yourself to do that, the game may not be worth pursuing.
\nThe 2-hour game jam is a practice. You don’t go to the gym once and suddenly become fit.
\nThis practice will build on itself, given enough reps and time.
\nRepetition. Repetition. Repetition. This is how you get better. This is how you make games for a lifetime.
\n", "date_published": "2023-12-03T15:46:00-07:00", "url": "https://gabrielcornish.com/2023/12/03/the-game-dev.html" }, { "id": "http://gabrielcornish.micro.blog/2023/07/25/i-found-a.html", "content_html": "🕹️ I found a manifesto about small games and I love it.
\n🕹️ I just found out that Rock Paper Shotgun wrote a review of one of my games (Marshmallow Nights).
\nThis is the first review I’ve ever gotten from a website!
\n", "date_published": "2023-07-24T05:30:23-07:00", "url": "https://gabrielcornish.com/2023/07/24/i-just-found.html" }, { "id": "http://gabrielcornish.micro.blog/2023/07/21/me-hugs-wife.html", "content_html": "It was probably not the best idea. I have a newborn, and I’m helping the studio I work at launch its first game in the next couple of months… so time isn’t something I have a lot of.
\nAnyways: I decided to make a card game for the Godot Wild Jam. The theme is “Train”
\nThe Concept: You’re a personal trainer for trains.
\nNext up: I gotta work on the functionality for allowing the player to play cards.
\n\n", "date_published": "2023-07-15T17:53:42-07:00", "url": "https://gabrielcornish.com/2023/07/15/i-impusively-signed.html" }, { "id": "http://gabrielcornish.micro.blog/2023/07/06/clarify-your-game.html", "title": "🕹️ Clarify your game design with \"If-Then\" thinking", "content_html": "\r\nWhy it matters: Gameplay becomes stronger when you talk about it the same way players talk about it.
\nPro tip: “If You” is one of the best ways to start a gameplay concept:
\nThis method serves as a way to check how intuitive the concept is. If it’s confusing as a sentence, it will be confusing as gameplay.
\nYes, but: Add a “but” at the end of the statement to introduce a twist to the concept. The Dark Souls example becomes, “If you rest at a bonfire, then it unlocks a checkpoint… But, it also respawns all the enemies in the area.”
\nBottom line: Good game design starts with clear and easy-to-understand concepts.
\n", "date_published": "2023-07-06T09:34:38-07:00", "url": "https://gabrielcornish.com/2023/07/06/clarify-your-game.html" }, { "id": "http://gabrielcornish.micro.blog/2023/07/05/i-started-working.html", "content_html": "I started working on a roguelike for the Playdate 🕹️
\nI like that there are no rate limits on the indie web 😊
\n", "date_published": "2023-07-01T14:25:20-07:00", "url": "https://gabrielcornish.com/2023/07/01/i-like-that.html" }, { "id": "http://gabrielcornish.micro.blog/2023/06/21/i-love-simple.html", "content_html": "🕹️ I love simple, practical guides.
\nCredit: Matt Hackett
\n\n", "date_published": "2023-06-21T17:12:23-07:00", "url": "https://gabrielcornish.com/2023/06/21/i-love-simple.html" }, { "id": "http://gabrielcornish.micro.blog/2023/06/20/game-design-tip.html", "content_html": "🕹️ Game Design Tip: “If the player doesn’t see it, it may not exist.”
\nWhy it matters: If you have something in your game that the player can’t perceive, those areas may not benefit your design.
\nLearn more: Ep. #236 of the Game Design Round Table with designer Tanya X. Short of Kitfox Games
\n", "date_published": "2023-06-20T07:39:25-07:00", "url": "https://gabrielcornish.com/2023/06/20/game-design-tip.html" }, { "id": "http://gabrielcornish.micro.blog/2023/06/20/my-first-fathers.html", "content_html": "✨ My first Father’s Day gift.
\n“Air Jordan 1 Retro OG Spider-Man Across the Spider-Verse”
\n\n", "date_published": "2023-06-20T07:01:35-07:00", "url": "https://gabrielcornish.com/2023/06/20/my-first-fathers.html" }, { "id": "http://gabrielcornish.micro.blog/2023/06/19/i-wrote-about.html", "content_html": "I wrote about this the other day, but Zach Gage put it more succinctly.
\n\n", "date_published": "2023-06-19T08:42:52-07:00", "url": "https://gabrielcornish.com/2023/06/19/i-wrote-about.html" }, { "id": "http://gabrielcornish.micro.blog/2023/06/18/doing-nothing-in.html", "title": "Doing nothing in games should be meaningful.", "content_html": "Why it matters: In game design, not pushing a button can be just as important as pushing a button. Choosing not to do something should have gameplay consequences.
\nFor example: Say you have a treasure chest in your game that the player can destroy to earn a reward; what are some ways to reward them for not destroying it?
\nMaybe they could:
\nThe bottom line: You can increase the depth of a single interaction if you consider how the player can benefit from not doing the interaction. 🕹️
\n", "date_published": "2023-06-18T15:50:39-07:00", "url": "https://gabrielcornish.com/2023/06/18/doing-nothing-in.html" }, { "id": "http://gabrielcornish.micro.blog/2023/06/17/but-what-does.html", "content_html": "🕹️ Player verbs are gameplay.
\nWhy it matters: “But what does the player get to do?”
\nThis is the question I have to ask after most game announcements and trailers.
\nThe bottom line:\nCinematic trailers are not gameplay. Backstory and lore are not gameplay. Beautiful graphics are not gameplay.
\n", "date_published": "2023-06-17T17:15:23-07:00", "url": "https://gabrielcornish.com/2023/06/17/but-what-does.html" } ] }