Mumlings

  • Don’t stop communicating, even when you’re INSANELY MAD at each other. 
  • Different roles in a team can inspire each’s work! (...so always communicate)
  • Pattern recognition is a core ability. That’s why adding interactions is more like a process to relocate that emotion/feeling.
  • Make interactable prototypes separately. This can boost your manufacture process.
  • BE PATIENT: I  knew I  didn’t want to make this a ‘normal’ games.  I’ve always taken an experience-centered design approach but I  had never realized it. This approach is HARD, and it requires a lot of failures... a lot. I had to come back to the begining all the time during this project. The progress was hardly seen in early stages. But trust me, this is normal. Once you find that spark in your game, everything is different.
  • You’re always having more things to do than you could expect.
  • Drawing is fun! It really helps to organize your thoughts and visions. So if you’re stuck, just start drawing!
  • Don’t try to put everything in! Making a concise game mechanic could be a lot harder but the game could be much more interesting and playable.
  • A simple mechanic could be variable as well.
  • It is my duty to maintain the player’s interest.

  • It’s okay to fail. Just breathe.
I design for experiences.
nelliesalley@2024