PinnedStephen TrinhGenerative Game Design, Part 1: Game (Surface Structure)How to communicate game design and create player resonanceJan 11, 2022Jan 11, 2022
Stephen TrinhGenerative Game Design, Part 5: ApplicationsPractical uses for applying this frameworkJan 11, 2022Jan 11, 2022
Stephen TrinhGenerative Game Design, Part 3: MechanicsHow to create variety and force creativity in game mechanicsJan 11, 2022Jan 11, 2022
Stephen TrinhGenerative Game Design, Part 4: Prose (Deep Structure)How to achieve our intended player behaviorJan 11, 2022Jan 11, 2022
Stephen TrinhGenerative Game Design, Part 2: AttributesThe basic elements from which all mechanics are builtJan 11, 2022Jan 11, 2022
Stephen TrinhWhy I Love: Head Turn [Silent Hill 2]Diegesis and its effect on the player’s experience.Sep 19, 2020Sep 19, 2020
Stephen TrinhThe 4 Elements of Game MechanicsA technical framework for understanding game mechanics in systems.Jun 8, 20201Jun 8, 20201
Stephen TrinhWhy I Love: Holding Ceremonies [Animal Crossing: New Horizons]How New Horizons taught me to appreciate going to my own graduation ceremony.May 11, 2020May 11, 2020
Stephen TrinhWhy I Love: Opening Stuff Like Doors [Amnesia: The Dark Descent]Video game doors have rarely had more than two states: open or shut, locked or unlocked.Apr 13, 2020Apr 13, 2020
Stephen TrinhWhy I Love: Command Failed [Final Fantasy IX]Why the most frustrating mechanic in FF9 is also one its most important.Mar 9, 2020Mar 9, 2020