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LAUNCH25
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.
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.
How we built a playable RPG prototype in 48 hours using pre-built gameplay systems — complete with combat, inventory, dialogue, and quests — and what we learned along the way.