Design rants - An introduction
Writing has always been a passion for me, and with the addition of game design into the mix, a great excuse was gained to develop a corpus of my understanding on the subject, to be used for self-guidance as I developed my skills.
Eventually, that habit of mine became a form of communication with others in the same field as I was, soon developing into a tradition to make long rants about any topic I had been interested in, to discuss and share my ideas with different perspectives. This is the result, ordered by chronological order, from newest to oldest.
Rant List
Rant name | Summary | Duration |
---|---|---|
Breaking down interactive narrative | A conceptual overview of the distinct nature of interactive narrative, and some of its components. | 1:10:05 |
Dark Souls level design and active projection | An analysis of what made Dark Souls level design excellent (beyond interconnectivity), and how to reach player immersion in new ways. | 2:17:53 |
Old Rant List

During my time as a student in CITM, I picked up the habit of doing rant-like presentations in the Game Design - Study Group Discord server. Having started with no intent to share their content beyond the server, the quality of the recordings, as well as the presentation of information, doesn't reach the standards of what would later become the "design rants" section. For that reason, I decided to separate them in their own category, although I still encourage anyone interested in game design to give them a look.
Rant name | Summary | Duration |
---|---|---|
What is Art | In order to put my ideas about what I want to create, I spent an entire month thinking about the meaning of art. Those are the results. Link to the written rant. | 2:14:49 |
The Five Domains of Play | More or less a regurgitation of what Jason Vandenberghe explained in his talk, as a preparation for a presentation in university. | 38:47 |
Feral Garden post-mortem | Once I finished the university project from Game Design II, I did the proper post-mortem to see where it shined and where it failed. | 1:14:07 |
Game design advice from Thracia 776. Again | Fire Emblem: Thracia 776 analysis, part 3. Closure in all the design fronts I wanted to touch upon. | 2:15:53 |
Mechanic - narrative interrelation | Fire Emblem: Thracia 776 analysis, part 2. More of a traditional analysis on Thracia 776 as a game. | 59:00 |
Framework of creation, starting from the narrative | Fire Emblem: Thracia 776 analysis, part 1. Since I wanted to focus my work in videogames on narrative creation, I examined a game that left a strong impact on me by how it presents its narrative. | 1:46:34 |