Disempowering fantasies in videogames

Understanding how the design tool known as emotional engagement can make the player enjoy harsh and disempowering experiencesOriginally featured on Gamasutra. This article is only the first part of the study I have recently written about how Reed Hook developers used the player’s emotional …

Emotional engagement and Darkest Dungeon

Videogames are evolving as a medium, so in order to reach all kinds of audiences games with very different types of gameplay and metaphors are being made. One of this new type of titles are disempowering fantasies, in which the player experiences a metaphor that has the objective to make him or her …

Chris Bourassa Interview

Hi everyone! This interview about game design with Chris Bourassa, Founder of Red Hook and creator of Darkest Dungeon, has its questions based on the knowledge gathered in Disempowering fantasies and Emotional engagement in Darkest Dungeon. Check it out first to fully understand how the whole …

Level design for The Last of Us II

The thought process of The bus station, a new level for The Last Of Us II that explains how Abby and Lev got to the cinema through the flood in the last part of the game. Currently I'm working on it, so this page will be updated (soon). In the meantime, here are some screenshots.Streets filled with …