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Moon's Game Design Diaries

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Categories
Country
United States
This podcast has
12 episodes
Language
English
Explicit
No
Date created
2021/02/14
Latest episode
2022/04/01
Average duration
5 min.
Release period
38 days

Description

A Podcast and Blog following my studies in Game Design as I prepare myself for a career in Game Development, pour yourself some tea and join me for some Video Game Design microessays.

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Check latest episodes from Moon's Game Design Diaries podcast


Kirby Needs to Be Harder (AF 2022)
2022/04/01
Happy April Fools lol.
My Fear of Mediocrity (Entry 9)
2022/03/26
Just a quick musing about my fears about making something Good, Bad, or Mediocre.
The Innovation Problem, or Why New ain't always Good (Entry 8)
2022/02/05
Sometimes "Innovation" is a vain pursuit that only ends in a game or product coming out flat, disappointing or even just bad.
Breath of The Wild's weapon durability system is good, actually. (Entry 7)
2021/08/28
I hear a lot of people expressing their distaste for one of my favorite mechanics of 2017's Legend of Zelda Breath of the Wild. Basically the title says it all.
Tetris: The Endless Puzzle (Entry 6)
2021/06/21
Alexey Pajitnov changed puzzle games forever with a game so simple it can be played on a watch.    http://designdiary.mrmoon.cf/
Kirbyism, My Favorite Design Philosophy (Entry 5)
2021/06/05
Kirbyism is a design philosophy for games that helps makes games fun for everyone :)
Uninked 1 (Moon Goes Off about archiving game stuff and art preservation)
2021/05/29
Dont have time to make a full essay so I made something that takes a bit less time for me to make, just this week, normal stuff next week lol.
Good Ideas, Bad Execution (Entry 4)
2021/05/22
Sometimes works seem to be terrible because we know the potential they hold...
Try, Try Again Souls (Entry 3)
2021/05/16
Maybe the real Demon's Souls were the friends we made along the way...
Open Ended Design Courtesy of 1974 (Entry 2)
2021/04/02
The most open ended game of all time was published way back in 1974, and I am sure you've played it.
Communicative Level Design in Mario World 1-1 (Entry 1)
2021/02/14
Recently I've been fascinated by how effective the design of Super Mario Brother's first level is in teaching the player how to play the game without having to tell the player anything.  Music Credit and Attribution: Claude Debussy - Etude XI. Pour les arpeges composes Performer - Kimiko Ishizaka (Piano) Publisher Info. - Kimiko Ishizaka License: Creative Commons Attribution Share Alike 3.0  Notes - Recorded live in 2008, Bonn, Germany 
Moon's Game Design Diaries (Trailer)
2021/02/13

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