Game Economy Design: Balancing Currencies, Sinks, and Faucets
Game economies break when faucets (currency sources) outpace sinks (currency drains) -- or vice versa. Here is how to model, tune, and maintain a...
Sinfull Studios
Trades, drone, photography, VFX, gaming, van life, and the practical reality of building a multi-lane studio in Regina.
Game economies break when faucets (currency sources) outpace sinks (currency drains) -- or vice versa. Here is how to model, tune, and maintain a...
Moving tuning values out of code and into data tables is only half the job. Here is how to iterate fast, read playtest evidence...
Behavior trees, utility AI, FSMs, and GOAP compared honestly -- when each architecture fits for NPC decision-making in Unreal Engine, and why readable AI...
Fetch quests feel like busywork not because they ask you to travel or collect, but because motivation is thin, choice is absent, and the...
Branching dialogue multiplies -- it doesn't add. Every decision point you add to a conversation tree compounds the authoring, VO, and QA cost exponentially....
Narrative design in games is not screenwriting with interactive buttons bolted on. This post breaks down how environmental storytelling, systemic consequence, and player-authored moments...
No audience, no budget, no team -- honest advice on what solo game developers should actually do to market their game, from building in...
Burnout is the most common reason solo projects never ship. Here is what actually causes it -- scope creep, identity fusion, no team buffer,...
Most solo games never ship because the scope was built for a team, not for one person. Here is the hard truth about cutting...
Solo game development means wearing every hat -- designer, artist, programmer, and marketer -- all without a team to hand off to. Here is...