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Strategic resolutions

I’m warning you: this is a boring New Year’s message.

It has no cinematic trailers, no dramatic feature reveals, and no hype. It’s about strategy. And in game design, true strategy is the stuff that looks tedious on a whiteboard.

We live in the attention economy, where every scroll, every platform, and every trend tells us that if your idea doesn’t entertain immediately—if it isn’t viral motion—it’s worthless. We see fellow developers chasing the latest “Friend-slop” or Idle-Horror micro-genre without asking the fundamental why.

But while everyone is busy publishing, recording, and moving, those who create lasting value are thinking.

The Game Designer’s Quiet Revolution

What changes the market is the silent architecture beneath the surface. We, as designers, are designing complex systems that capture and retain attention against impossible odds.

The most successful studios are those focused on the “boring stuff”: designing robust systems, defining clear processes, and understanding player psychology at its most fundamental level.

2026 Strategy: The Three Pillars of Quiet Design

As you close out a noisy year, take this challenge: stop chasing the manifestation (the trends) and start analyzing the instinctual core (the “why”).

The real strategy for your next project, the one that guarantees more than a flash of viral luck, comes down to three acts of “boring” reflection:

  1. Map the Instinct (The Core Loop): Define the 1-3 primal instincts your game satisfies. Is it pure Acquisition (the loot)? Is it Escape (the tension)? Is it Gregariousness (the social bond)? If you can’t name the instinct, you can’t design the loop.
  2. Deconstruct the System: Your game is a service, not a product. What is the core system that keeps the player coming back? For every flashy feature, define its input and its output. Can you describe your core loop in three elegant sentences that include all monetization and retention mechanics?
  3. Validate the Silence: Before you code, publish, or hype, engage in the ultimate boring task: data validation. Analyze your competition by tracking their update patterns and reading player comments. Your solitude ensures you reduce the risk of building something nobody wants.

Your biggest asset is your talent to see a successful idle RPG system and apply its flow to a new PS5 platformer. But that talent must be cultivated in silence.

So, for 2026, make this your rule: Pass more time alone. Isolate. Turn off the noise. Think.

What seems like time wasted in deep thought is what makes your game resilient. The boring stuff is what makes you free.

Show your impact

The interviewer just asked you: “Tell me about a game project you’re proud of, and why.

You may hear a casual request for a portfolio highlight, but what the hiring manager, especially a leader, is listening for is impact. They want to know what behavior you changed, and what value that behavior drove.

As game designers, we often fall into the trap of talking purely about mechanics or systems: “I designed a beautiful, highly iterative combat loop” or “We built a seamless crafting system.”

But that misses the crucial connection. The best answers connect various layers of validation, proving that your design decisions were not just creative, but strategically effective.

Three Layers of Impact

To succeed as a senior designer, your answer must connect the micro (player behavior/action) to the macro (company value).

Layer 1: The Behavioral Change (The Micro)Layer 2: The Game Metric (The System Validation)Layer 3: The Instinct & Business Goal (The Value)
How did the player react? (e.g., Rage quitting on a particular level, persistent use of an unintended social tool, high frequency of “Skip” button presses on a narrative sequence, time spent in the new social hub.)How did this affect the game’s core health? (e.g., D1/D7/D30 Retention, Feature Usage Rate, Churn Rate on a specific difficulty level, Average Session Length, Conversion Rate from free-to-play to paid content.)What was the ultimate “why”? (e.g., Instinct Fulfillment like Gregariousness or Acquisition) and How did it drive Lifetime Value (LTV)?

You don’t need perfect attribution to demonstrate value. But you must be able to frame your work like this:

“We noticed [Behavioral Change], players were consistently rage-quitting Level 4 because the difficulty curve was too steep, violating their [Instinct] for Assertiveness. We responded by [Design Change Y], adding a mid-level checkpoint and a combat hint system. This immediately decreased our [Metric] Level 4 Churn Rate—by Z%. This mattered because a lower early churn rate directly feeds into higher [Business Goal] Player LTV.”

Even if your design is one small piece of a giant system, you must show you understand the full context it belongs to.

The Game Designer’s Advocate

In games, data is often incomplete. Hiring managers know this. What they want to know is: Do you understand what you should have measured?

If the data is missing, here is a simple framework to demonstrate your value:

  1. Qualitative Signals: Don’t dismiss soft feedback. What did you hear repeatedly in user testing? Did you receive unsolicited positive feedback about a new Flow state or a new feeling of Acquisition (the primal instinct) in a specific community channel? Did internal teams start referencing your work as a new standard?
  2. Advocate for Tracking: Proactively explain what success would have looked like and what specific metric you would have put in place (e.g., “We were aiming to increase the Gregariousness instinct, so I would have implemented a metric to track spontaneous friend requests after a shared victory.”). This shows you think like a business owner and are an advocate for measurement.
  3. Connect to the Missing Instinct: The ultimate question is always “What human problem did this solve?” If you can’t prove the financial success, prove the Instinctual Success. Show that your design fulfilled a deep human need, which, given proper resources, would eventually translate to business success.

Stop describing your design. Start describing its effect on the player and its impact on the business.

Christmas Morning Lesson

Happy Holidays! As you’re likely watching kids tear into giant boxes this Christmas morning, let’s talk about the biggest mistake in game development. A mistake even massive, experienced AAA studios repeat every single year.

They are falling into the rookie trap of mixing beauty corners with gameplay prototypes. I’m talking about that moment when you force a prototype, meant for raw mechanic testing, into a beautiful, highly polished “vertical slice.”

Prototypes with Fancy Bows

Why do studios do this? Because they chase ambition over clarity. They want the investors, the publisher, or even their own team to feel the final game instantly. But when you try to turn a gameplay test into a forced fake vertical slice, you are wasting massive time and money. You are making iteration slow, silly expensive, and often impossible.

You are creating a heavy dependency where there should be two separate, lightweight streams of work.

Keep the Gifts Separate

This Christmas, remember the golden rule of efficient development—and assembly:

  1. Gameplay Prototypes are the Instructions (The WHY): These are built for mechanics, feel, and flow. The art should be block-out geometry and colored cubes. They answer: Is the core system fun? Meaning, is there something interesting for the Players to discover? If the answer is no, you throw it away.
  2. Art Prototypes are the Decorations (The HOW): These are built for style, pipeline, and tech validation. They answer: Can we achieve this visual fidelity at this frame rate? If the answer is no, you pivot the tech without breaking the core fun.

Mixing them only adds a heavy dependency. Imagine getting a toy for Xmas, and the functional components are glued to the decorative exterior. If the gears break, you have to destroy the entire fancy shell to fix them. That is your silly expensive iteration.

You only merge them in the final vertical slice, once both sides stand on solid ground.

So, as you enjoy the day, remember this lesson from the trenches: Stop making your prototyping process a messy, expensive Christmas morning. Keep the gifts separated.

One of the best GDC talks ever

I rewatched one of the most beautiful talks on the official GDC channel. It’s great because it evidences we need truly understanding and reach deep empathy with the players. I rewatched thanks to my bootcamp, I suggested this talk to my students.

We need to do the homework to improve as designers. We need to understand the games, especially the ones who are played by people that are different from us. It’s our job to understand players, and a necessary step for every game designer. Do your homeworks!

Uniqueness is a matter of taste and realism

As I am reading about another studio closure (I am sorry for the colleagues at SUPERVIVE), I am thinking on the distribution problem we have right now. I believe than on one hand you have to create a truly unique experience to have chances in this environment. Easier said than done, of course, because it’s a matter of taste and also realism. I worked on many derivative projects, and the leaders were absolutely sure of their uniqueness.

You need to put the right glasses on, and be extremely aware of your game unique selling points. A way to do that is by making business: if you’re not able to sell your game to publishers, if you don’t engage with players or other entities, you are on a dangerous track. We tend to look inside too much, when we should look outside and check if Players really have the same perception as us on the product. In this case, Players are also potential business partners.

I believe that videogames have still lots of margin for improvement, so we should stop repeating old formulas over and over and we should try to make a step forward.

Common ground beliefs

Marketing works better if the marketer believes in the product. Game design can help with this, if the company allows the communication between designers and marketers.

Sometimes, though, we are working on a game we don’t really believe in. We are there just for the job, someone above makes all the calls and we do not see any value behind the strategy. It happens, more than it should actually.

Everything gets more complicated from there, so one of our duties in this case is to find common ground and push to focus the efforts on that. Because only that may become unique, in the end.

Quick tip for LinkedIn

I am using LinkedIn less for posting, and I am just leaving comments here and there. I met a couple of haters (it’s completely normal when you have ideas to share and you reach some reader more), and I decided to post less. Also, the social network is suffering the classic “enshittification” typical for this kind of platforms where you are the product and the angry product invests more.

Another policy I activated is this one: only answer to critics if they are also admirers. There are people who only comment to criticize, those are the worse. It’s better to ignore them or, in some cases, block them all together.

True stories

Performance marketing for mobile games has become lately a synonym for scam. There is not other world to describe the act of copying others’ creatives and produce massive quantity of low quality, repetitive content to try to catch the attention of people.

Marketing expert Matej Lancaric is happy to show off every week the disaster that mobile marketing as become

The good news is that marketing cannot be like that.

Marketing is the generous act of showing up with a true story that helps people get to where they’d like to go.

Seth Godin

Game design can seriously help to find the true story to tell to the people. The issue stands in the business model of free-to-play, of course. In a model where 5% (at best) of people pays something, and that something is variable and potentially very high, you need a massive volume of installs.

But maybe mobile gaming could be different and not just free-to-play. The point is to convince founders and CEOs to believe in this.

Start making memorable levels

If you are making levels professionally, you cannot just jump in the engine and placing shapes and mechanics here and there. You need a way of plan and communicate your design choices ahead. The big picture of the level and how it fits into the overall scheme of things is very much needed.

That’s why we use beat charts, a spreadsheet that puts everything in perspective. In my case, I have these fields:

  • Level ID: Unique name for the level, it should also correspond to the actual scene or map name inside of the engine.
  • Layout: a screenshot (or a link to a screenshot) of the level so that you and your teammates can directly recognize them when you have dozens levels.
  • Skill atom: the original unique thing the Player should learn or confirm during this level
  • Twist: if there is a special twist, describe it here. This can be filled later and just planned with a true/false text
  • List of mechanics: each column a single mechanic and a true/false if that mechanic is present inside of a level. Put the columns in order of appearance
  • Difficulty: the % of players who will not pass the level or die at least once.
  • Narrative: a short brief of what you are conveying to the Players (it can be a story, but also specific emotions)
  • Mood: useful to suggest your mood to environment art or in general artists. Try to put a mood board for them to understand. You can reuse the same mood boards over and over, of course. In this way you will also predict the weight of your design choices.
  • Music: similar to mood but put your musical references focusing on the feeling the Player should experiment during the level.

A clockmaker’s craft

Many confuse casual games with simple games. Casual games permit the satisfaction of instinctual needs in small (2–5 minute) play sessions. However, many hardcore players of these casual games can play them for hours. In fact, they are the players who actually maintain the business.

I’ve worked on a bunch of them, and I feel like a clockmaker. They may feel simple, but they are deep: you move one gear and you must check all the others connected to it. You need patience to achieve the sweet spot (the perfect balance).

To properly study your competitors, you need to analyze them in immense detail. You may even need to record a session and review it frame-by-frame to fully understand the game’s circuit and how it works.