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Games.design

Within this space, I aim to share insights into games I've experienced and found enjoyable.


By scrutinizing gameplay, narrative, and design elements, I seek to unravel the intricacies that contribute to a game's appeal. Hopefully this will foster a deeper understanding of gaming as a form of artistic expression and entertainment by:


  • Reverse engineering of major or minor game features

  • Exploration of game design paradigms

  • Dissections of narrative elements

  • etc



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They Are Billions: Critique of the Horde

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Assassin's Creed Rogue: Totem Puzzle

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Assassin's Creed: Black Flag - Upgrade Pop-Up

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Assassin's Creed III - Broadside Cannon Aiming

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The Sinking City: Lovecraft

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Crysis 2: Power Systems

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Stray: Random Noise Generation

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Climbing Giants: The Boss Design of Eternal Strands

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The Secret Menace of Alien: Isolation

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Choo-Choo Charles

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Timberborn (Early Access)

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Alan Wake

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Splinter Cell: Double Agent