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The Art of Game Design: A Statistical Approach
How a game design moves from a core loop to playtest data, and which simple measures, shown with labeled hypothetical numbers, tell a designer if it works.
Making Games
The core disciplines of designing a game people want to play.
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How a game design moves from a core loop to playtest data, and which simple measures, shown with labeled hypothetical numbers, tell a designer if it works.
How designers compare characters, weapons and strategies for fairness using usage and outcome rates, why averages mislead, and how sample size shapes a patch.
How designers use playtest heatmaps, completion times and death locations to pace a level, and how to read them without over-fitting to a few testers.
How branching and pacing shape stories in games, and how choice and drop-off data can hint at where players lose interest, with caution about reading intent.
How menus, HUDs and readability work in games, and how click paths, task times and error counts from usability tests show where an interface confuses people.
How game music moved from chip sound limits to recorded and adaptive scores, and how it supports mood and player feedback, without relying on specific titles.
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