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Risk / Reward in Khazad-dûm
Whether you're trying to shoot the moon in Hearts or deciding whether to dodge or parry an attack in Expedition 33, Risk / Reward...
ajaxanderson13
Jun 23, 20252 min read


A Framework for Creating Memorable Levels
Over the weekend, I listened to a Radiolab episode “The Secret to a Long Life,” which discusses the science of memory creation and inspired me to do some research into why certain levels are so memorable. This research identified a few key principles: Novelty : Levels with unique premises and mechanics that players have never seen before, for example the time travel mechanics in Dishonored 2’s Clockwork Mansion and Titanfall 2’s Effect and Cause. Breaking Expectations : Lev
ajaxanderson13
Jan 42 min read


Teasing Epic Encounters
What makes a player stick with a game that starts out by making them repeatedly whack rats with rusty daggers? Or, how games that require...
ajaxanderson13
Sep 29, 20253 min read


Repulsors in Level Design
Repulsors are the opposite of attractors in the level design. They are powerful motivators that get players to leave or avoid an area....
ajaxanderson13
Sep 26, 20251 min read


Attractors in Level Design
Attractors are some of the simplest motivational tools in a level designer's kit. Macro Attractors Macro attractors are things like...
ajaxanderson13
Sep 25, 20251 min read


Why are some open worlds addicting to explore while others feel like a chore?
Players will happily spend 100+ hours exploring the world in games like Skyrim, Fallout, or Elden Ring, but in other games, players...
ajaxanderson13
Aug 13, 20252 min read


Icebreakers in Games
My background is in designing and leading live, interactive entertainment experiences for groups of strangers. My Fremont (the Seattle...
ajaxanderson13
Aug 4, 20252 min read


4 Techniques to Avoid Tedious Backtracking
If we follow the principles of player-centric design, it is imperative that we empathize with players and respect their time. As such, we...
ajaxanderson13
Jul 30, 20252 min read


Ascending the Clocktower
Project Update : My prospect & refuge level the City of the Damned is coming along well! In this level, players must hide from the fallen...
ajaxanderson13
Jul 25, 20251 min read


Sneak Peak: City of the Damned
This is a sneak peak of my next project, the City of the Damned. This one won't be done for awhile as I have lot going in my personal...
ajaxanderson13
Jul 18, 20251 min read


Blackfrost Sound
Duration: 2 days Team size: Solo Engine: Unreal 5.3 Purpose: Practice blueprinting (I don't create them very often on Kristala) and...
ajaxanderson13
May 21, 20252 min read
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