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4 posts
The game design theory behind RPG stat systems — how to design attributes, leveling curves, and character progression that makes players feel powerful without breaking your game's balance.
Most inventory systems are tolerated, not enjoyed. Here's how to design item management and crafting that feels good to use — covering UX patterns, common mistakes, and implementation strategies for UE5.
When should you use procedural generation and when should you hand-craft your levels? A practical framework for combining both approaches to build better game worlds with less effort.
Why most dialogue trees feel shallow, and how to design branching conversations with meaningful choices, NPC memory, and conditional logic that players actually care about.