Schools often teach the Mechanics-Dynamics-Aesthetics framework to analyze game design, which is a tremendous framework focused on the input-output loop a game creates. While that is an extremely powerful perspective to have on games, I tend to shift focus to the space between Mechanics and Dynamics, and use a personal Intent-Mechanics-Declaration model to communicate flaws […]

I went to graduate school at Georgia Tech, and read some Chris Crawford. I learned that he had the same problem. But he didn’t think of it as failure. For him, this was an organic part of the development process. The failures filling his hard drive were actually “prototypes” that helped him decide which ideas […]

I went to graduate school at Georgia Tech, and read some Chris Crawford. I learned that he had the same problem. But he didn’t think of it as failure. For him, this was an organic part of the development process. The failures filling his hard drive were actually “prototypes” that helped him decide which ideas […]

99percentinvisible: This week: the design of basketball and the political charge of the slam dunk

rapid physical game design sketchbook smythe sewn signatures of paper taken from a block of white grid sheets, created sometime between 2010 and 2012.

rapid physical game design sketchbook smythe sewn signatures of paper taken from a block of white grid sheets, created sometime between 2010 and 2012.

rapid physical game design sketchbook

by Rafael Fajardo