Why do we need all of this design theory? Practical applications for fancy words
A biologist and computer scientist by training, a game designer by pure love. Tried every form of game development, from basement indie with 20 players, to a BAFTA-nominated game with ~2 million players, to f2p with ~10 million players. Most recently, and not under NDA, she worked (a lot) on Frostpunk and (a little) on Rimworld.
She is currently Creative Director at Anshar Studios, working on another secret project.
Games are huge beasts with lots of moving parts trying to create a compelling experience. To make matters worse, that experience is heavily co-created by the player.
We know that design is not about ideas, it is about identifying and solving problems, telling stories and creating experiences.
People have done this before us, so let’s think of these high-level frameworks as tools we can apply directly, and a way of structuring our knowledge.