Lostgarden
You've found a rare treasure trove of readable, thoughtful essays on game design theory, art and the business of design. Recent Posts Popular Posts All Posts
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- 286 from 1 Jan 2000 to 24 May 2025
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2021 3
2020 1
2018 2
2017 1
2016 1
2015 1
2014 3
2013 4
2012 9
- Understanding randomness in terms of mastery
- Building Tight Game Systems of Cause and Effect
- Goodbye Realm of the Mad God
- Looking to hire unicorn programmer for Spry Fox
- Prototyping challenge: Make a web-based 3D modeling toy
- Loops and Arcs
- Giving a talk at plague stricken GDC 2012 on sexy-sexy innovation
- Standing up for ourselves
- The Real Triple Town available on iOS and Android
2011 13
- Plagiarism as a moral choice
- Panda Poet: My most social design
- Steambirds: Survival Mobile
- Triple Town Beta (Now with Bears)
- Shadow Emotions and Primary Emotions
- Realm of the Mad God Released!
- A blunt critique of game criticism
- Game Design Logs
- What the heck happened to Clippy? Ribbon Hero 2 released
- GDC 2011: The Game of Platform Power
- List of Game Artists
- The Declaration of Game Designer Independence
- Happy 2011: Celebrating frontiers in Game Design
2010 13
- Story as evolutionary success or failure lessons
- Steambirds: Survival: Goodbye Handcrafted Levels
- Steambirds: Now out for iPhone, iPad and Android
- The Cutest Kindle Game Ever: Panda Poet
- Triple Town released for the Amazon Kindle
- Announcing Spry Fox (my happy new company)
- Visualizing the Creative Process
- Wordcamp 2010: Why we turned Microsoft Office into a Game
- Goodbye lostgarden.com. (Hello www.lostgarden.com)
- GDC 2010 Slides: Convergence of Flash Portals and Social Gaming
- At GDC 2010
- Steambirds: Why indie games are good for fans
- Ribbon Hero turns learning Office into a game
2009 17
- Happy Holidays 2009!
- Game design as government
- Three False Constraints
- Testosterone and Competitive Play
- Flash Love Letter: The Music Video?
- Speaking at GDC Austin
- Flash Love Letter (2009) Part 2
- Bunni Beta and Casual Connect
- Flash Love Letter (2009) Part 1
- My top secret reading list
- Engineering Emotions: More predictions come to pass
- Bunni Sneak Peek
- Danc’s Miraculously Flexible Game Prototyping Graphics for Small Worlds
- Game design in 2020
- What is your game design style?
- Review of “The Art of Game Design” by Jesse Schell
- Project Horseshoe: Multiplayer Game Atoms
2008 24
- Fishing Girl Prototype results
- Post-it note design docs
- Tidbits from the garden
- Project Horseshoe 2008: There and back again
- Fishing Girl: Game Prototyping Challenge
- Lostgarden Podcasts
- The Princess Rescuing Application: Slides
- Theme and game design
- Rules of Productivity Presentation
- Shade: Prototyping Challenge results
- Soul Bubbles: A classic game ill treated by expert reviewers
- Shade: A game prototyping challenge
- What actitivies can be turned into games?
- Lostgarden looking for brilliant programmer in Seattle
- Improving Bug Triage with User Pain
- The Scary List
- The joy of 2D avatars
- A Services Strategy for Casual Games
- The Translation Game
- The Randomly Reinforced Lost Garden Prototyping Awards
- GDC: Social lessons of years past
- Play With Your Peas: A game prototyping challenge
- My wife collected 121 stars
- Project Horseshoe Report: The Watery Pachinko Machine of Doom
2007 40
- Super Mario Galaxy: A breakup note
- The Naked Business
- Random links and musings
- How to bootstrap your indie art needs
- Project Horseshoe 2007 slides: Smashing the game design atom
- Project Horseshoe 2007: A recipe
- Constructing Artificial Emotions: A Design Experiment
- Lessons about failure
- Tree Story wireframes
- Knytt time at the end of the genre lifecycle.
- Celestial Music
- Tree scribble
- The Chemistry of Game Design
- Tree Story
- Short thoughts on games and interaction design
- Ebisu
- Latest crop of sweet prototypes (with source!)
- CuteGod: A prototyping challenge
- Initial PlanetCute level editor
- The Circle of Life: An Analysis of the Game Product Lifecycle
- Danc’s Miraculously Flexible Game Prototyping Tiles
- Thoughts on Silverlight, Expression and Games
- SpaceCute: Extending the verbs
- SpaceCute: First round of prototypes and new graphics
- Free game graphics: Tyrian ships and tiles
- SpaceCute: Prototyping challenge
- SpaceCute: Some sketches
- Lost Garden License
- Cooperation War Challenge
- Personality
- Taking a pass on GDC this year
- Notes: Interaction Design, Visual IDs, Oekaki
- Rockets, Cars and Gardens: Visualizing waterfall, agile and stage gate
- Discovering Comet-san
- Happy Valentine’s Day: Turtles all the way down
- "Content is Bad"
- One Billion Buttons Please: Should we build features for experts or newbies?
- Project Horseshoe Report: Building Innovative Games that Sell
- The game design behind the five things blog meme
- Some random artwork
2006 46
- Escapist article on ‘Boutique MMORPG’
- The Wii Help Cat: A lesson in interaction design
- Building fun into your software designs
- Sprawl: The world’s first public Silverlight game
- The Passion of the Developers
- Killing the elder game
- Millions of Peaches: The value of games
- Project Horseshoe
- What are game mechanics?
- Persistent myths about Game Design
- Mr. and Mrs.
- Fighting the Dice Wars demon
- Future proofing game graphics
- How is Lost Garden doing today?
- Flashlight computer
- Bursty Indie Sales Cycles
- Games are designer food for infovores
- Ze Story Snobs
- Playground game design as a sustainable competitive advantage
- Lessons from the Land of Pixel Art
- More free game graphics
- Erotic Mathematics: Lessons in Perception
- Community sites as games: The tip of the iceberg
- New Painting: "Manekineko – The Beckoning Cat"
- Cheap custom whiteboards for rapid game prototyping
- ComicAll: A social board game design
- Viki: A visual wiki design
- Who knew Pikachu was so big?
- The joyful life of the lapsed game developer
- GameInnovation.org
- Team culture matters
- Managing game design risk: Part II – Data Driven Development
- Managing game design risk: Part I
- Unofficial GDC Blogger Bar Meetup
- Paintbox games: Games that serve as augmented creativity tools
- Never innovate halfway
- GDC means beverages
- The root of shock game advertising
- Tyrian Comic
- Notes from FlashForward 2006
- 250 free handdrawn textures
- Software Development’s Evolution towards Product Design
- Valentine’s Day 2006
- Pick your game community: Virtual or Real?
- The Blind Men and the Elephant: Thoughts on an integrative framework for understanding games
- Creating a system of game play notation
2005 85
- What is the critical mass necessary to create a major world culture in an online game?
- Convergence: A great word to hate
- Idly gathered game industry statistics of doom
- Mini Game Design Reviews: Guitar Hero and Wierd Worlds
- Off topic: Lessons from Starbucks
- Random Notes from Mr. Fever
- A five step program to move beyond the game geek culture
- The myth of programmer-designer greatness
- Programmer Design: Sinistar graphics put to use
- Article: “How to prototype a game in under 7 days” on Gamasutra
- Book Review: 21st Century Game Design
- Big News: The Newest Gig
- A Game Business Model: Learning from Touring Bands
- Space Crack: Monkeying with 2D art
- Space Crack: A gift prototype
- Game Design Review: DS Training for Adults
- Nintendo Genre Innovation Strategy: Comments and Follow up
- Religion as a game
- Nintendo’s Genre Innovation Strategy: Thoughts on the Revolution’s new controller
- Back in America
- Small Worlds
- Game Design Review: Advance Wars – Dual Strike
- Off to Japan!
- News: Station Exchange deemed an early success
- News: China restricts MMOG playing time
- Why you should share your game designs
- What do you want to see on Lost Garden?
- Common Game Prototyping Pitfalls
- Secret Life of Aliens: First Prototypes
- User Content: Working with players to efficiently create profitable games
- The Secret Life of Aliens: A Redesign
- Space Crack: Graphics and UI Test
- Space Crack: An artistic dilemma
- A short interview with a lady friend: Why video games are pointless
- Space Crack: Financial Mechanics
- Costikyan: Death to the Game Industry (Long Live Games)
- How to Design Online Crack
- News Flash: Game Designer gets the Hot Girl
- Massively Multiplayer Casual Games
- Space Crack: The Space Opera
- Space Crack: Component Bible
- Oasis: How to create an ineffective game demo
- The brave new world of Indie console games
- Space Crack: Starting the game and ending the game
- Space Crack: Simple Combat
- Space Crack: Ships
- News: Chinese Government to influence MMOGs
- Out of work MMOG designers will rule the world
- Confessions of a horrible game player
- Space Crack: Using Planets to Build Territories
- Paper Nintendo characters
- SpaceCrack: Planet Basics
- Article: Usability Testing
- Vistech 2005: Thoughts on the military industrial game complex
- SpaceCrack: Verbs
- The Neo-Retro Art Style: Savior of the game industry?
- Space Crack: Building a gameplay parts list
- Space Crack: Graphics Mockup
- Space Crack: Fixing the Turn-based Strategy genre
- Nintendogs: The case of the non-game that barked like a game
- Space Crack: Why Space Crack?
- Space Crack: Introduction
- Using a blog as a game design document
- Movie Theater Games
- How small game team efficiency compares to other media
- Small Teams Kicking Arse: Defining "HPD"
- E3: There and back again
- Serious Games: A broader definition
- SpaceCrack: Game Concept Sketches
- Book: Raph Koster’s "Theory of Fun for Game Design"
- Game Genre Lifecycle: Part IV
- Game Genre Lifecycle: Part III
- Game Genre Lifecycle: Part II
- Game Genre Lifecycle: Part I
- Short Games rock
- The Financial Gameboy
- The child and the glass of poison: Our social duty to educate
- Genre Addiction article posted on gamedev.net
- Design Testing: The use of addiction metrics to force rapid evolution of innovative game designs
- A practical definition of innovation in game design
- My first experience with a PSP
- Download a complete set of sweet 8-bit Sinistar clone graphics
- Game Post Mortem: Hard Vacuum
- Sinistar!
- First Post