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More Than Exposition - Building Worlds without Info Dumps - Extra Credits
Extra Credits
Mar 14, 2013
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Negative Possibility Space - When Exploration Lets Players Down - Extra Credits
Word Choice - How to Handle Exposition in Games - Extra Credits
What Makes Us Roleplay? - Why Game Worlds Feel Real - Extra Credits
Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits
The Illusion of Choice - How Games Balance Freedom and Scope - Extra Credits
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Power Creep - The Trouble with Expansions and Time - Extra Credits
The J.C. Penney's Effect - Designing "Fair" vs "Feels Good" Systems - Extra Credits
Understanding the Fantasy - How to Shape a Game's Design - Extra Credits
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Intrinsic vs Extrinsic - Designing Good Rewards in Games - Extra Credits
The Hero's Journey - I: How Journey Crafts a Compelling Narrative - Extra Credits
Why Mormon Churches Look Weird
5 Golden Rules of Game Cards Graphic Design You MUST OBEY
Is Most Published Research Wrong?
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The Pre-Production Problem - How to Improve the Planning Process in Game Design - Extra Credits
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Exploration in Games - Four Ways Players Discover Joy - Extra Credits