Gamasutra Feature Articles: Tension Maps: A Process for Identifying Low-Risk Design Opportunities

Gamasutra Feature Articles
Gamasutra Feature Articles
Tension Maps: A Process for Identifying Low-Risk Design Opportunities
Jan 11th 2012, 17:00
In this article taken from Game Developer magazine, game designer Simon Strange introduces a method for increasing or decreasing player tension in games without altering their fundamental design elements -- a way to tweak a game in order to profoundly change its function.
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