Geir Ove Alnes

@geirovealnes.bsky.social

Senior Game Designer; Formerly @ Ubisoft Singapore / Mighty Bear / Funcom; https://geirovealnes.carrd.co/ Game Designers 101-103 (Starter Packs) https://go.bsky.app/KFBJn7C https://go.bsky.app/BoEMZY8 https://go.bsky.app/HN7KHXa Opinions are my own.

Part 4 of my series about game design aesthetics! In this one I discuss what a personal design aesthetic is, how it comes to be, and how to nurture it. Article five, in a few weeks, will discuss the game design aesthetic of groups: studios, team, cultures. #GameDesign

A Game Designer’s Aesthetic

In the first article, I discussed game design patterns, and called them the brushstrokes of game design. In the second article I discussed game genres,…

namelessquality.com

sometimes late at night i am confronted with a troubling thought: maybe in 2026 everyone has just forgotten how to make video games. then i am confronted with a more troubling thought: perhaps we actually never knew how to make video games in the first place

Game development is so funny because we have these grand visions of what we want to do but then get stuck spending hours on trivial things like making ESC close the correct UI element.

Wanna think more deeply about game design? Here's some reports on the latest systems analyses from Polaris Design Retreat, from social psychological-safety design to mechanical comedy to loss, and beyond! polarisgamedesign.com/reports/

Reports

REPORTS 2022 2023 2023 Understanding Systems Suspense Why is it fun to learn the rules of a videogame? Not just to play the game, but to learn it; to travel from the state of unknowing to knowing, to ...

polarisgamedesign.com

From time to time, the concept of "friction" in game design comes up. People argue about whether or not to remove friction, but I think they're actually disagreeing about what "friction" means and in what context.

Incredible numbers! On paper the idea of building an endgame around ruthless PvP provides cheap, endless content. In truth it all but killed the game, as the PvE audience got an experience contrary to the previous 60 hrs. Very useful case study for designers.

Eurogamer@eurogamer.bsky.social · 5mo ago

Dune: Awakening is ditching PvP as a mandatory endgame experience, as over 80% of lifetime players didn't engage with it at all www.eurogamer.net/dune-awakeni...