J. Jon Shaw

@jjonshaw.bsky.social

Systems and interaction designer. Shipping products and games that shape behavior. Building Slipstream, a VR combat prototype. Obsessing over game feel, feedback, economies, and player decisions. Portfolio soon.

After months of searching for an RPG that hooks me, Dragon’s Dogma 2 might be it. Only a few hours in and already thinking about playing when I’m not. Rolled a mage, naturally. Loving the deliberate casting, freedom to aim and reposition, and helpful pawns. Excited to see how complex builds can get

Bild

With ARC Raiders testing PvE today, I’m finally considering jumping in. Really curious how removing PvP changes the extraction experience when so much of the risk/reward was designed around the threat of other players. Does the core loop hold up without it? arcraiders.com/news/pve-tog...

We’re testing a PvE Toggle: here’s what it means for you | ARC Raiders

We’re excited to share that we will be testing a PvE matchmaking toggle in ARC Raiders, and it’s coming soon!

arcraiders.com

Writing a case study for a game I designed years ago has turned into design archaeology. What’s been fascinating is revisiting those decisions with all the game design knowledge I’ve picked up since. Shockingly, the HCD principles I brought over from software led to solid some game design choices.

First time using vertex paint to mask a shader in Blender + Three.js. Feeling good about how subtle this edge wear effect ended up. Just a tiny dip in roughness, transmission, and a small boost to brightness. Now, if I could only pull myself away from tinkering with the settings.

Is there anything better in the creative process than finding the perfect album or performance that puts you in that state of flow where nothing else in the world matters except the task right in front of you?

Stay tuned for a more in-depth deep dive in to how I uh, made a Vocaloid-kinda-thing in Wwise! You know when you chase an idea down but realise halfway through that it's going to be an absurd amount of work, but the rewards will be so worth it you just have to keep on pulling on that thread... 🙃

Finji@finjico.bsky.social · 2mo ago

Did you know that Audio Designer @unusualcadence.co.uk created his own real-time voice synthesizer for the voices in Usual June?! Read about it in this month's Finji news! finjico.substack.com Play the free demo on Steam! @usualjune.bsky.social | #usualjune | #gamescom

The reason why procgen in games is, as we like to say, a great way of getting twice the content with four times the work is that you can't fight Shannon's laws any more than you can fight the laws of thermodynamics. You can't give the audience more information than you were willing to put in.

The basic challenges that horde survival games present to the player: - Positioning and navigation to avoid danger and to hit enemies at the right distance - Building a collection of things that cull enemies effectively, giving the player more safe positions There's play to be had here! #gamedev

Finally played Big Walk yesterday and can't stop thinking about how thoroughly @househouse.com designed around collaboration. Even customizing your character gives you reasons to rely on each other. Haven't had a game get its hooks into me this quickly in a while.

Crom give me strength. I’ve got a packed week ahead. Wrapping up a rebrand, starting another, QA on a new release, and hopefully finding some time for the portfolio at night. Here’s to everyone else staring at a packed week. One thing at a time.

Working on systematizing the case study section of my portfolio. Trying to build a small set of reusable components and layout patterns so each case study can have its own personality without becoming a one-off design problem every time. Can't wait to be done with this.

A grid of desktop and mobile wireframes for a portfolio case study system, showing reusable layouts for the hero, overview, split sections, feature sections, sequence sections, and conclusion. The designs use a dark background with bright yellow-green accents and placeholder image blocks.

I’m so close to finishing my portfolio and somehow it feels further away than ever. Mostly because all I want to do is ignore it and work on a new game idea I can’t stop thinking about.

I’m exploring a system where missions are contracts and players choose how much risk to take based on the reward. Difficulty becomes a decision instead of a setting. Does choosing the challenge create a stronger sense of mastery than simply progressing into harder content?