I like making weird games, cooking, and assorted other funny little hobbies.
Feel free to ask me questions about any of those things!


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brlka
@brlka

i've given a number of talks on game design for PIGSquad over the years, and i thought i'd post a couple of my favorites here since i think the cohost crowd might enjoy them.

Handmade by Chance: Using randomness to assemble levels

this is a talk i gave explaining the level generation technique behind my roguelike platformer Memory. it's a really simple and powerful technique mixing procedural generation with handmade components that i've found works better than pure procedural generation for many genres.

The Art of Laziness: Making the most game for the least work

this is a more abstract talk i gave summarizing all the strategies i've developed for dealing with what, to me, is the greatest challenge of game development: it's a lot of work. there's also a bit at the end i'm proud of that addresses what i think is a very legitimate response to the knee-jerk "scope down" advice given to new developers; namely, "i don't want to make a small game".


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in reply to @brlka's post:

haha the tl;dr is there are design tricks that'll increase a game's playtime without a proportional increase in labor (accommodating playing for score or time, adding other human players, procedural generation, etc.)

Oh yeah I remember you sharing some thoughts like that in a post a ways back. Deffo a useful train of thought. I found out last year bog standard rpg random encounters are also very good at stretching out a space and making a journey feel more epic without much work