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When you think about game progression, what comes to mind? For some, it’s an endless grind—repetitive tasks that leave you wondering if the next reward is even worth it. For others, it’s a smooth journey where each step is meaningful, building momentum and satisfying your desire for growth. The difference lies in how the progression system is designed. In this article, we’ll dive into how you can build a progression system that feels like a compelling journey rather than a tedious treadmill, drawing insights from standout titles like Hades and Stardew Valley. The Heart of Progression: Building a Meaningful JourneyAt its core, a progression system should tell a story—your player’s personal narrative of growth and discovery. It’s not merely about grinding levels or accumulating points; it’s about creating milestones that genuinely resonate. Meaningful progression is achieved when every goal is designed to provide a sense of accomplishment, expand gameplay, and deepen the player’s investment in the game world. Take a moment to imagine your favorite game moments. Perhaps it was the first time you unlocked a new ability that dramatically changed how you played, or a narrative twist that reframed your approach to the game. These are the moments that define a game’s journey. To build such a journey, start by clearly defining what progress means in your game. Instead of using generic markers, tailor each milestone to impact gameplay in a unique way. For example, a “level up” could unlock not just a numeric increase but introduce a new mechanic, alter the game’s narrative tone, or even transform the environment. This approach not only rewards players but also makes every step feel like an integral part of the story. From Grinding to Flow: Dynamic Progression in Action
Each run is a fresh, ever-changing experience thanks to randomized boons, evolving narrative layers, and choices that genuinely affect gameplay. The magic of Hades is that even a failure becomes a learning experience—each attempt provides new tools and insights, creating a loop that is both challenging and deeply rewarding. Contrast this with more linear progression systems, where players feel trapped in endless repetition. Stardew Valley offers an excellent counterpoint. In this game, progress unfolds gradually through a variety of activities—farming, mining, and social interactions—all of which contribute to a vibrant, evolving world. The rewards are not just numerical; they’re woven into the fabric of the game, making each day in the valley feel like a new opportunity for growth. Progression should be dynamic and layered. Rather than punishing failure or forcing monotonous repetition, design your systems so that every failure teaches something new, and every reward changes the player’s experience in a meaningful way. Practical Strategies for Crafting Meaningful ProgressionThe path to transforming grind into flow is built on smart design and a deep understanding of your audience. First, test your progression systems early. Run playtests and gather real user feedback—use analytics and even simple heat maps (as recommended by usability research from the Nielsen Norman Group) to see where players’ attention goes and where they get stuck.
Lastly, don’t work in a vacuum. Foster a culture of collaboration by setting aside time for casual, cross-disciplinary roundtables or “show and tell” sessions. As discussed in our post on How to Build Community for Employees While Working from Home, creating virtual water coolers and informal meetings not only boosts morale but also generates creative feedback that can help refine your progression systems Turning Grind into FlowCreating a progression system that feels rewarding without turning into a mind-numbing grind is no small feat. It requires a blend of clear, meaningful goals, dynamic feedback loops, and an intimate understanding of your audience. By crafting progression milestones that are as integral to the game’s narrative as they are to the mechanics—and by continuously iterating based on player feedback—you can transform the player’s journey from an endless slog into a fluid, engaging adventure. So, ask yourself: Does your game’s progression inspire discovery, or does it trap players in an unending cycle of repetition? How can you adjust your design so that every setback is a step forward? The future of gaming belongs to those who innovate beyond the grind. Let’s share ideas and push the boundaries of what progression can be.
What’s your best tip for creating engaging, dynamic progression systems? Drop your thoughts in the comments, and let’s spark a conversation!
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From Visual Research to Viral Launch: A Startup’s Guide to Creating and Marketing Immersive Games2/10/2025 When it comes to launching a game, it’s not enough to have a cool concept—you need a visual identity that resonates with players and a marketing strategy that cuts through the noise. Big studios might have endless budgets, but some of the most captivating games come from lean teams that work smarter, not harder. Here’s how to kick off your visual research, validate your visuals, and ultimately get your game noticed by the right audience. Kick Off Your Visual Research with PurposeEvery unforgettable game starts with a spark of inspiration. Begin by gathering references from films, art, nature, and even everyday street scenes. Use tools like Pinterest or Milanote to build a mood board that captures your game’s intended mood and color palette.
But how do you know if your visuals are workingSimple: test, listen, and iterate. Run A/B tests on UI elements, gather user feedback through surveys or informal playtests, and use analytics tools (like heat maps from Nielsen Norman Group research, NN/g Articles) to see where players are naturally drawn. If your mood board translates into an environment where players intuitively know where to go, you’re on the right track. By comparing these metrics across demographics (using data from sources like ESA or Newzoo), you can fine-tune your visuals to ensure they resonate with your intended audience. Define Your Audience and Set Measurable GoalsUnderstanding your target demographic is crucial. Research the statistics—like the fact that the average gamer in the U.S. is in their mid-30s (ESA 2021) and that platforms like Instagram and TikTok attract younger audiences while Facebook reaches an older crowd. Tailor your visual research to the tastes of your intended audience. Data from platforms like Newzoo or Nielsen Norman Group can help you establish these benchmarks. When your visuals align with your demographic’s preferences, you’ll know your creative vision is working. Build a Cohesive Visual Language Without OvercomplicationOnce you’ve defined your vision and audience, it’s time to build a visual language that’s both efficient and evocative. Instead of reinventing the wheel for every scene, create a library of reusable assets—modular pieces like cliffs, doors, and trees that can be remixed to form diverse environments. This technique not only speeds up production but also ensures consistency. Rely on established visual norms (as discussed in our Visual Affordance post). For instance, look at how Hollow Knight creatively reused enemy animations and environmental motifs to build a cohesive, atmospheric world. This strategy saves time and resources while delivering a polished, immersive experience. Prioritize elements that directly impact player perception. Focus on the parts players will see and interact with, and trim unnecessary details (e.g., avoid over-detailing unseen model backs in 3D environments). Leverage Technology and Tools EffectivelyEfficiency is your friend when resources are limited. Use robust game engines like Unity or Unreal for their pre-made assets, shaders, and plugins. AI-powered tools and procedural generation can help automate parts of your production process—freeing up your team to focus on the creative aspects. As we noted in our Art Direction in Video Games post, smart use of technology lets you allocate resources to high-impact areas that directly affect player perception. Foster a Culture of Collaboration and FlexibilityIn a lean team, every member matters. Create spaces for casual interaction—think virtual water coolers, weekly roundtables, or “show and tell” sessions where team members share updates, discuss challenges, and spark creative ideas. These interactions build trust and lead to more effective cross-disciplinary feedback. Our post How to Build Community for Employees While Working from Home has some great ideas on fostering these casual, yet essential, interactions. Flexibility is equally important. Allow team members to explore roles beyond their core expertise. A texture artist experimenting with animation or a designer helping with lighting setups not only sparks creativity but also makes the team more versatile and happier. Cross-training can reduce bottlenecks and promote a more resilient workflow. Market Your Visual Identity and Build a Brand StoryCreating stunning visuals is only half the battle—marketing them effectively is equally important. Here’s a basic outline of engagement techniques for small studios:
Conclusion: Turning Vision into Viral SuccessThe journey from visual research to a viral game launch isn’t linear—it’s an iterative process of inspiration, testing, and smart marketing. By starting with clear, purpose-driven visual research and defining your audience with measurable goals, you set a strong foundation. Then, by building a cohesive visual language and leveraging technology to work smarter, you can create a game that not only looks stunning but feels intuitive to players.
What’s your best tip for aligning visual research with effective marketing? Share your thoughts in the comments!
Lean Art Teams, Big Impact: How Startups Can Create Stunning Game Visuals on Tight Resources1/29/2025 When you think of stunning game visuals, the first image that likely comes to mind is an AAA team with a budget that could finance a small nation. Yet, some of the most memorable and beautiful games come from studios where the art department could practically carpool in a sedan. Creating high-quality visuals with limited resources isn’t just a dream—it’s a necessity for many startups. But how do you deliver jaw-dropping art without a limitless budget or team size? Here are strategies that small teams can adopt to punch well above their weight class. Establish a Strong Artistic Vision EarlyA clear and well-defined art direction is the bedrock of a lean art team. Without it, you risk wasting time on rework and diluting your game’s visual identity. Early on, invest in concept development and define the style guide that will inform every piece of art your team produces. This doesn’t mean locking yourself into rigid rules but creating a unified visual language—a north star for your team to follow.
Summarizing insights from my post "Quantifying Art," it’s vital to create measurable frameworks that align artistic quality with team goals. This not only fosters cohesion but improves communication across disciplines, ensuring everyone moves in the same direction. Maximize Versatility with Modular Design
This approach not only reduces production time but also ensures a consistent aesthetic across the game world. A single well-designed asset can provide more value than ten narrowly-focused ones. The result? A game that looks polished and expansive while maintaining efficiency. Embrace Stylization Over Photorealism
Stylization also ensures longevity. Photorealism can age poorly as technology advances, but stylized visuals often stand the test of time. Think Wind Waker vs. early attempts at realism on the PS2. Leverage Tools and Tech to Their FullestWith a small team, it’s critical to use tools that multiply your efficiency. Game engines like Unity and Unreal provide vast libraries of pre-made assets, shaders, and plugins that can save hours of production time. AI-powered tools are also becoming a game-changer, whether for generating textures, concept art, or animations. While purists may balk at the idea of “pre-made” anything, these tools can act as a launchpad, allowing your team to focus on what truly matters: creating unique, game-specific visuals. Startups should also explore procedural generation techniques for environments, lighting setups, or even character designs. A procedurally generated asset pipeline can produce a wide variety of content with minimal manual effort. As noted in "Art Direction in Video Games," using tech tools effectively can free up resources to prioritize high-impact areas that directly affect player perception. Foster a Culture of Collaboration and FlexibilityWhen you’re a lean team, every member counts. Foster an environment where ideas and feedback flow freely across disciplines. Your concept artist might have great UI suggestions, or your animator could bring a fresh perspective on environmental storytelling. Collaboration isn’t just a morale booster; it’s an efficiency tool. Creating spaces for casual interaction—virtual water coolers—is essential. These moments of unstructured conversation can spark creative ideas and build trust among team members. Consider implementing a weekly roundtable or “show and tell” session where team members share updates and showcase their work. This not only fosters cross-disciplinary critique but also provides a structured opportunity for casual interaction and camaraderie. Flexibility is another strength of small teams. While someone may excel in one area, allowing them to take on other tasks keeps work dynamic and fosters personal growth. For example, allowing a texture artist to experiment with animation or letting a designer assist with lighting setups can keep their work fresh and prevent burnout. This variety boosts morale, sparks creativity, and helps team members develop new skills, making them more versatile. Additionally, such adaptability reduces bottlenecks and provides the team with greater agility, ensuring smoother workflows and a happier, more resilient team. Plus, this variety often leads to happier, more engaged team members. For deeper insights into fostering team connection, refer to "How to Build Community for Employees While Working from Home," which discusses methods for creating meaningful virtual connections and boosting morale in distributed teams. Focus on Player PerceptionPlayers rarely scrutinize every pixel of your game—they experience the whole. Prioritize the elements that most affect the player’s perception: animations that feel alive, environments that tell a story, and UI that doesn’t get in the way. For example, in 3D environments, avoid wasting resources detailing the backs of models players will never see. Similarly, consider the device: if you’re developing for mobile, zoomed-out views mean fine details like nails on wooden planks will likely go unnoticed. For example, consider how Hollow Knight, developed by Team Cherry, leveraged its small team’s strengths. They reused assets creatively, like repeating enemy animations and environmental motifs, to build a cohesive and atmospheric world. This approach allowed them to save time and resources while delivering a polished and immersive experience. Instead of inventing entirely new ways of communicating, rely on established norms from both real life and gaming. As discussed in "Visual Affordance," leveraging players’ existing knowledge of visual cues can streamline development and make your game more intuitive. By designing with the player's perception in mind, you can focus resources on elements that truly elevate the experience. Be Ruthless About ScopeThe biggest enemy of a lean art team? An overambitious scope. It’s easy to get caught up in trying to create a sprawling game world, but for startups, less is often more. Focus on crafting a smaller, highly polished experience instead of spreading your resources thin across an expansive, unfinished one. Establish milestones that include regular assessments of scope and adjust as necessary. Prioritize sprints toward the game’s highest-impact elements, front-loading work on features and visuals that will most affect the player’s experience. This approach allows you to expand on lower-priority items later if time and resources permit. It’s better to ship a concise but stunning game than a sprawling mess that players abandon halfway through. Showcase Your StrengthsFinally, lean teams should lean into their unique strengths. If your team has exceptional concept artists, emphasize strong, hand-painted textures or visually striking key art. If your strength lies in animation, create a game that highlights fluid movement and expressive characters. By focusing on what your team does best, you’ll differentiate your game and create something truly memorable. ConclusionCreating stunning game visuals on a tight budget is a challenge, but it’s far from impossible. With clear direction, smart use of tools, and a focus on player perception, lean art teams can deliver experiences that rival much larger studios. Passion, collaboration, and flexibility can trump raw resources any day. So, set your vision, work smart, and show the world what a small team can achieve.
When people think of gamification, they often picture points, leaderboards, and badges slapped onto an experience to make it more engaging. But gamification is far more nuanced than superficial rewards. When done right, it taps into human psychology, leveraging motivation and engagement to create experiences that stick. And while game developers are the experts, some of the most innovative uses of gamification come from industries outside the gaming world.
Education: Turning Learning Into PlayAt its core, gamification taps into fundamental human psychology. We crave rewards, recognition, and progress. Well-designed gamified systems build on these cravings with mechanics like points, badges, and leaderboards. But when gamification is done right, it’s not about superficial rewards—it’s about creating meaningful experiences that align with intrinsic motivations.
This approach resonates with 79% of learners, who say they’d feel more productive if their education felt like gaming. Duolingo’s secret lies in breaking tasks into bite-sized chunks, rewarding incremental progress, and treating failure as a learning opportunity rather than a dead end. Key takeaway: Design systems that celebrate incremental progress and treat mistakes as opportunities for growth. Fitness: Making Discipline FunFitness apps like Nike Run Club and Peloton have mastered the art of gamifying self-discipline. These platforms use achievements, virtual communities, and personalized progress tracking to make sweating it out rewarding. For instance, Peloton’s leaderboard during live sessions creates a sense of friendly competition, while Nike Run Club’s mileage milestones give runners a tangible sense of accomplishment.
Key takeaway: Balance competitive and collaborative systems to motivate diverse player types Productivity: Turning Work Into Play![]() Apps like Habitica and Forest transform mundane tasks into engaging challenges. Habitica treats your to-do list like a role-playing game, where completing real-life tasks levels up your character, earns gold, and unlocks rewards. Meanwhile, Forest gamifies focus by growing virtual trees—stay off your phone, and your tree flourishes; succumb to distractions, and it withers.
Key takeaway: Create systems where players see a clear, tangible link between their actions and meaningful outcomes. Beyond These Industries: Other Gamified Innovations
Lessons for Game Developers
The Future of Gamification
Gamification done right isn’t about adding bells and whistles—it’s about designing experiences that connect with human motivations. Whether you’re developing the next blockbuster game or designing an app to help people achieve their goals, the principles remain the same: engage, empower, and inspire.
What’s your favorite example of gamification done right? Let me know in the comments, and let’s discuss how these lessons can shape the future of game design. Art direction in games isn’t just about jaw-dropping vistas or characters so lifelike you wonder if they’re about to ask you for rent money. It’s about creating a visual language that naturally communicates with players, guiding them through the world without making them feel like they’re following a GPS. Done well, it’s like having an invisible guide. Done poorly? Well, that’s when you’re stuck staring at neon arrows and cluttered UI, wondering what went wrong. Let’s dive into how killer art direction enhances the player experience—and what you can do to level up your game’s visual language. Building a Cohesive Visual LanguageEvery great game has its own set of visual rules—a grammar, if you will—that defines how the world talks to you. This starts with an Art Direction Document (ADD). Don’t worry, it’s not as scary as it sounds. Think of it as the ultimate cheat sheet: color palettes, lighting strategies, and how to make sure players know what’s interactable without slapping a “PRESS X” label on everything.
![]() Silhouettes also pack a punch—just look at Team Fortress 2. Every character is recognizable by their shape, no matter how chaotic the battlefield gets. So, here’s your cheat code:
Psychology Meets Art DirectionHere’s where it gets fun—art direction isn’t just about pretty pictures. It’s a psychological game. Colors, shapes, and patterns don’t just look cool; they’re like little whispers that tell players how to feel, where to go, and what to do.
And then there’s the flip side: subverting expectations. Inside uses muted tones to create a sense of dread, flipping the usual “dark equals safe” rule on its head. By understanding how players think and feel, you can guide them without ever spelling it out. Organic vs. Overt Player Guidance
The sweet spot? A bit of both. Subtle cues—like a ray of light falling on an open door—keep players immersed, while more obvious markers are perfect for high-stakes moments where clarity is king. Know your audience, too. If your game skews younger or more casual, clear guidance might be a lifesaver. Hardcore players? They’ll probably appreciate the challenge of figuring things out on their own. Key Strategies for Art Directors
Reflect and ExperimentGreat art direction is all about trust. It’s not just about looking good—it’s about making players feel seen, guided, and immersed. So, here’s a little homework: think about your favorite game. What visual cues guided you? Did the art direction pull you deeper into the world or yank you out of it?
Remember, art direction isn’t just decoration—it’s communication. So get out there and start talking.
But what happens when players stop logging in? When “excited for the next patch” turns into “I just can’t keep up anymore”? When the very structure of these games—designed to keep us hooked—becomes their biggest flaw? Today, we’re diving into digital fatigue, the modern affliction of gamers everywhere, and asking: Are live-service games burning out their audience faster than they can recruit new players? Grinding Through the GrindLive-service games promise a constantly evolving world with fresh content just around the corner. But the reality? It often feels like an endless chore list. Daily tasks, weekly quests, seasonal objectives—it’s a treadmill disguised as entertainment.
And that’s the kicker. The fear of missing out (FOMO) is practically weaponized in these games. If you don’t complete all the seasonal challenges or grind for the latest exotic weapon, you risk falling behind or—worse—missing something forever. Instead of feeling like a choice, participation starts to feel mandatory. The Battle Pass Balancing ActLet’s talk about the star of live-service monetization: the battle pass. On paper, it’s brilliant—a tiered system of rewards that feels like it respects your time and money. In practice? It’s another countdown timer, another obligation to “play efficiently” to get your money’s worth. It’s hard to ignore the irony here. Battle passes were supposed to free us from loot box purgatory, but instead, they’ve locked us into a system where progress is tied to hours invested. The result is a sense of urgency that often turns gaming into a second job. And when multiple live-service games launch battle passes at the same time? Good luck trying to keep up. Seasonal Content or Seasonal Stress?One of the biggest selling points of live-service games is their regular updates. These patches and expansions promise to keep the experience fresh, with new content to explore and systems to master. But here’s the thing: More content doesn’t always mean better content. Seasonal updates often feel more like a reset button than an evolution. They wipe the slate clean, force players to re-learn metas, and introduce new grinds under the guise of “keeping things interesting.” Instead of excitement, players feel pressure—pressure to adapt, to grind, and to stay competitive. That said, there are games that challenge this norm. Deep Rock Galactic lets players choose which seasonal content they want to engage with, sidestepping FOMO and letting them enjoy the experience at their own pace. Sea of Thieves updates expand its world with new adventures and mechanics, but these additions are evergreen, allowing players to jump in whenever they feel ready without fear of missing out. Similarly, No Man’s Sky delivers substantial updates that enrich its universe without pressuring players to keep up with timed events. These games prioritize player agency and respect for time, showcasing an alternative to the high-pressure environments of many live-service games. When Games Become a LifestyleThere’s a dark side to live-service games becoming “lifestyle games.” They’re designed to monopolize your free time, and the best way to do that is to crowd out other games—and sometimes other aspects of your life entirely. The idea of a single game becoming your go-to hobby sounds appealing until it isn’t. Eventually, the novelty fades, and you’re left wondering why you’re still logging in every day. Is it because you’re genuinely enjoying the experience, or is it because the game has conditioned you to feel obligated? Psychologically, this can lead to burnout. Studies have shown that excessive engagement in obligation-driven activities—even enjoyable ones—can result in reduced motivation and increased stress. When players feel like they’re “falling behind” in a virtual world, the toll on mental health becomes very real. A Future of Fatigue or Fun?So, where do we go from here? Live-service games aren’t going away, but maybe it’s time for developers to rethink their approach. Instead of leaning into FOMO and relentless grinds, what if they focused on creating experiences that respect players’ time? What if the content drops felt rewarding instead of overwhelming?
The challenge for the industry is clear: Find a way to keep players engaged without burning them out. Because if there’s one thing live-service games should have learned by now, it’s that even the most loyal audience can go hollow. What Do You Think?Are live-service games driving you to digital fatigue, or are you still happily grinding away? Share your thoughts in the comments, and let’s talk about how we can make gaming fun again.
When you hear "video games," what comes to mind? Escapism? Entertainment? Maybe a nostalgic dive into your childhood? What if I told you that games could also be a tool for mental health—more than just a distraction from the chaos of life? In today’s post, we’re diving into how gamification and mental health intersect, exploring whether our digital pastimes can genuinely help us heal. Mental Health Mechanics: The Good, The Bad, and The Tedious
But for every Celeste or Hellblade, there’s a poorly executed "mental health" game that slaps on superficial mechanics—collect mindfulness tokens, complete your depression checklist, and voilà, you’re cured! These feel more like mandatory HR e-learning modules than meaningful experiences. The Science of Play: Can Games Actually Rewire Us?
![]() Even games with no explicit mental health focus can be therapeutic. Take Animal Crossing: New Horizons during the pandemic—a soothing escape into routine and social connection when the real world offered neither. Or consider the meditative state of Journey, where its minimalist design and wordless multiplayer encourage reflection and connection. These experiences suggest that games, when done right, can help regulate emotions and provide a sense of control, even when life feels chaotic. Researchers have explored the therapeutic potential of video games in mental health treatment. A systematic review published in the Journal of Medical Internet Research found that video game-based interventions can effectively reduce symptoms of depressive disorders. Additionally, a study from Nanyang Technological University reported that adults who regularly played the puzzle game Cut the Rope experienced improvements in executive functions, including cognitive flexibility (a trait often diminished by mental health struggles). These findings suggest that video games can serve as tools for psychological growth, much like the resilience-building mechanics found in games like Dark Souls. But let’s not get carried away. Games aren’t a replacement for therapy, medication, or support systems. They’re tools—supplements, not solutions. Think of them as the digital equivalent of a weighted blanket: comforting, but not a cure-all. Breaking the Fourth Wall: Games That Challenge Us to ReflectSome games go a step further by directly engaging with the player’s reality. That Dragon, Cancer is a raw, autobiographical experience about a family grappling with the terminal illness of their child. It’s less a game and more an act of shared vulnerability, offering catharsis through its interactive storytelling. Similarly, Florence explores the ups and downs of relationships, capturing the bittersweet truths of human connection in a way that’s both intimate and universal.
This mirrors the narrative framework of Dark Souls, where failure isn’t just expected but integral. The cycle of death and resurrection isn’t merely a gameplay mechanic; it’s a meditation on resilience and hope. In both Dark Souls and mental health-focused games, progress is incremental, and the journey is fraught with setbacks—a poignant reminder that healing is rarely linear. Where Do We Go From Here?![]() The future of gamifying mental health is promising but precarious. Developers are experimenting with biofeedback, like Deep, a VR game controlled by diaphragmatic breathing, or Nevermind, which uses heart rate monitors to adapt its psychological horror to your stress levels. These innovations blur the line between gaming and therapy, offering personalized, immersive experiences. But there’s a fine line between help and harm. Poorly designed mechanics or exploitative monetization models (looking at you, mobile apps disguised as “mindfulness tools”) can trivialize or even worsen mental health struggles. Developers have a responsibility to approach these topics with care, consultation, and authenticity. Why It Matters![]() In the end, games offer a unique space to explore and process mental health. They’re not bound by the same rules as traditional media. They allow us to fail safely, to experiment, to connect with characters and stories that reflect our own struggles. As with Dark Souls, games remind us that progress is often incremental—earned through persistence, patience, and the courage to keep going, even when the odds feel insurmountable. Can games actually heal? Not entirely. But they can offer a glimmer of hope, a chance to confront our inner demons, and a reminder that, in the words of Celeste: “You’re stronger than you think.”
This evolution didn’t happen overnight. If Fable was morality’s blunt instrument, Mass Effect gave us the scalpel. BioWare introduced Paragon and Renegade, a system that added some nuance but still relied heavily on binaries. The beauty was in how these choices shaped Commander Shepard’s personality—a step toward storytelling that reflected moral complexity, even if it occasionally boiled down to "be a space saint" or "punch the reporter." Then came The Witcher 3, which tossed the scalpel out the window and handed players a mirror instead. Geralt’s decisions often had no clear right or wrong, just layers of murk and misery. Save the village from the malevolent spirit? Sure, but now the orphans are dead. The game didn’t just ask, "What kind of hero are you?" It demanded, "How much moral compromise can you stomach?" By the time we arrive at Baldur’s Gate 3, morality isn’t a system; it’s a sandbox. Larian Studios took D&D’s core ethos—choice and consequence—and said, "What if we made every decision feel like threading a needle with a sledgehammer?" Every action reverberates across the narrative tapestry, subtly shifting relationships, alliances, and outcomes. You’re not just playing a character; you’re constructing a legacy, warts and all. And the brilliance? The game never slaps a "Good" or "Evil" sticker on your actions. It trusts you to wrestle with the morality of your own decisions.
This shift reflects a broader trend in gaming—a maturation of storytelling where moral ambiguity reigns supreme. Players aren’t satisfied with the binary anymore. They want the grey, the gritty, the gut-wrenching moments that make you pause and ask, "What would I do in this situation?" It’s no longer about playing a hero or a villain but about exploring the spectrum of human (or elven, or tiefling) nature.
![]() Beyond gaming, these systems hint at a much larger question: can games help us shape our own morality? Once derided as distractions that eroded young minds--remember Jack Thompson’s crusade against gaming as moral decay—games are now recognized as powerful tools for education and empathy. Titles like Papers, Please and This War of Mine already challenge players to grapple with ethical dilemmas, and their impact is felt far beyond the screen. Imagine leveraging these systems in education, where students could explore historical events through morally complex simulations, or in therapy, where games could help individuals navigate personal values and conflicts in a safe, controlled environment. Games, as an interactive medium, offer something unique: they don’t just tell stories; they let us live them. They allow us to experience the consequences of our actions in ways books or movies cannot. This experiential learning could reshape how we think about morality—not as a static set of rules but as a dynamic, evolving aspect of our humanity. By wrestling with these virtual dilemmas, players might come away with a deeper understanding of their own values and a greater capacity for empathy.
Would you like to see through walls? You’ve likely encountered a video game that allowed you to do just that. Whether it's called Eagle Vision, Detective Vision, or Spectral Vision in different games, these are known as Vision Modes. X-Ray Vision, illuminating hidden clues, or identifying friends from foe; Vision Modes can serve a variety of functions. Yet, what visual strategies do developers employ for their different vision modes? In today’s post, I'll delve deeper into the visual strategies behind Vision Modes.
Generally speaking, there isn’t a wide variety of strategies used between these games. Some games attempted to alter the palette of the game, while vignetting is often used to focus the vision. Additionally, a variety of saturated/glowy highlights are often employed for important objects or characters, and in most cases, players are allowed to see through walls. Altered PalettesAltered palettes refer to changing the overall visual treatment of the in-game environment. This can occur in various ways. For instance, Assassin’s Creed’s Eagle Vision features a fully desaturated environment, where all colors are removed except for highlighted objects. Similarly, Far Cry’s Hunter Vision also utilizes desaturated environments, likely due to both games being developed by Ubisoft. In contrast, Batman Arkham’s Detective Vision and Dishonored’s Dark Vision take a slightly different approach, opting for a monochromatic look. Detective Vision employs shades of blue, while Dark Vision applies a sepia-toned filter, both intended to tone down the environment and highlight important elements. Watch Dogs’ Nethack follows a similar monotone approach as Detective Vision, but with all textures removed and a grain filter applied across the screen. The strategy behind altering the visuals around the player, aims to minimize visual noise and focus players on key elements. However, it’s important to note that not all vision modes alter the game environment's palette. Ghostwire: Tokyo’s Spectral Vision, Horizon Zero Dawn’s Focus, and The Witcher 3’s Witcher Sense leave the surrounding environment unchanged. Vignetting
However, The Witcher 3’s Witcher Sense deviates from this trend by maintaining the surrounding visual palette while still incorporating a vignette. In this instance, the vignetting serves the additional purpose of informing the player that the vision mode is active. It can be inferred that this strategy is utilized to eliminate peripheral distractions and focus the player’s attention toward the center of the screen. Glow Highlights
Batman Arkham’s Detective Vision adopts an x-ray mode, highlighting characters' bones through walls, while also employing solid model glows for objects, similar to Dishonored’s Dark Vision. Ghostwire: Tokyo’s Spectral Vision exclusively features model silhouettes as glows, resembling Witcher Sense but with less haze. Additionally, some games utilize a particle haze trail for players to follow, often representing a scent trail. Witcher Sense, Hunter Vision, and Detective Vision are among those employing this method. Key DifferentiatorWith the majority of these games employing similar strategies, the key differentiator seems to be whether a game completely alters the environment’s palette or not, through desaturation, applying filters, or making the environment monotone. Each strategy has its pros and cons depending on the player. For some players with certain visual impairments, having their entire screen altered may be jarring, while for others, it could enhance contrast and aid in overall screen cognition. There is no clear winner here; it ultimately depends on the intended player experience. However, it is crucial for the play environment to remain clearly readable, unless, of course, it is intended to be a particularly disorienting moment for the player, such as one of Far Cry’s drug-induced cut scenes.
If you’ve made it thus far, thanks for reading! I hope it was at least somewhat interesting, and hopefully you can use some of these strategies on your next project. Hey everyone! Today’s post is going to be a bit different, I’ve recently purchased my first 3D printer and have been running it through it’s ropes on quite a few projects. While I’m still a beginner, there’s a lot I learned in a short amount of time… that I wish I had known earlier! So today I’d like to share some of the tips and tricks I’ve learned, while 3D printing for the first time. Getting StartedTo start with, I’m using an Ender 3 printer. It’s fairly compact size, but big enough to still do fairly large prints (220 x 220 x 250 mm). At it’s approachable cost point, and ease of assembly… I would definitely recommend the Ender 3 as a starter printer. During assembly, I’d say probably one of the most important elements to look out for are the sensors for the X and Z axis, these help the machine understand and recalibrate it’s XYZ axis. Keep a close eye on how these attach, a slightly misaligned Z sensor will have your extruder trying to print under your printable area… vs ontop. Also keep an eye out for the power supply toggle switch in the back, if it’s set on the wrong voltage for your outlet, the machine won’t turn on. Honestly assembly was a breeze, and the Creality website has many video tutorials on assembly. When selecting a filament to work with, I’ve been working with PLA. From what I’ve read, it seems to be valued for it’s ease of printing. ABS is a strong material, but PLA typically runs into less issues. I was doing a lot of research at one point on potential concerns, printing in the cold, etc and each time PLA seemed to be fine. I would say the one mistake I made here was that I ordered the assorted pack of filament from Crealty, not really realizing it’s not much of a deal. You get five 200 gram rolls of various filament colors, but 200g is really not a lot… and I had many more issues with my prints until I moved onto a new roll. It may be because these are cheaper filaments used in the variety pack… I’m not sure, but I will say the filament is printing much nicer from a new 1k gram roll for the same price. The standard 1.75 mm black PLA from the Creailty website works very well. Before moving on, I have done some research in other filament types and it’s a wild world out there… There are various metal filaments, and I attempted to use a wooden filament, but my knowledge here is extremely limited. I had issues with the wooden filament gunking up the extruder, not printing well, and it’s a fire hazard… I wouldn’t recommend experimenting with filaments until you’re more comfortable. After installing your filament and turning on your 3D printer for the first time, I’d suggest looking at a few things. Within the machine menu, going to prepare and selecting auto home, and watch where the extruder head ends up. Is it below the build plate, above? The next step is crucial, you need to start leveling the head of your extruder, to the build plate. They suggest using a piece of paper between the extruder head and the build plate, to gauge distance, but you can eyeball it pretty easily. There are four easily adjustable knobs on each corner, to ensure that everything is leveled. I usually turn the machine off, and so I can manually move the extruder around on the board to make sure the connection is good. Once satisfied, I would auto home once again, and within the control menu, play around with the positions of your extruder to head to confirm your bed is leveled. I have heard that the springs are notoriously loose on the Ender 3, and I saw a suggestion to get stronger springs to hold the level better… I may do this at some point, but I honestly just regularly check the bed level to make sure it’s fine. There is also an auto leveling perpetual on the Creality website, I haven’t used it yet but I can certainly see how that would help. With the printer assembled, filament installed, and print bed leveled, you’re ready to start printing! Just have to select a file. Finding a ModelWhen looking for models to print online, there are a lot of options. To start I’d recommend browsing thingverse.com, they have a wide variety of free to use models and I would just keep an eye on the number of “makes” a file has. If it has many people making it, I would assume the files are pretty good to print. If you’re unsure, you can always use other sources like etsy to purchase a model, these may be more reliable since you’re actually paying for them. As far as legality on if you can resell printed models, that’s typically between you and the artist… best bet is to ask. Once you have your files, they’ll typically be in a zip folder of STL or perhaps OBJ files. These should all load within the Creality Slicer that came with your Ender 3. Creality Slicer Settings and adjustmentsBefore jumping into the Creality Slicer, I’ll just say that this is my only baseline of knowledge and can see there’s a lot of other softwares out there. Many people seem to vouch for Cura, but I’ve also seen people frustrated as they were printing fine with the Creality Slicer… and have issues with the settings to get Cura going. Regardless I would suggest starting with the given software, and evolve as you go. With your downloaded model, go ahead and load this into the Creality Slicer. It should appear as a 3D object within your printable area. If it’s too large, you should play with the scale options, by selecting the “plus sign” it will auto size to max print area…. Keep in mind that’s fairly large and you may not want that on the first print. On your initial print, I would keep to the basic settings here. Normal or fast should be more than adequate for a simple print, but if you’re looking to try higher quality first you can select that option yet it does increase the time significantly. Depending on the complexity of your model, you may need “Supports.” Essentially if your model has overhanging edges that are 60* or more, you’re likely going to want to select supports. What this will do is print extra material like scaffolding that will help everything print nicely. If you were to go into the full settings mode, you’ll see more options for supports. I recommend sticking to “grid” vs “lines”, I’ve had the best luck with it, and you can either have touching “build plate” or “everywhere.” If you’re printing a character, you may want to consider everywhere so it’ll help support the most detail… BUT you may have to trim more little pieces off in the end product. Fill amount is typically good at 15%, but I have noticed on some small models that’s pretty strong… you may want to consider going lower, depending on how delicate it needs to be. I also always print on a “raft” platform, again just seems to work well. Now, those are really all the basic settings you need to understand before doing a basic print. There’s a ton of other stuff that I’ve only begun to experiment with, for example you may want to play with the “fill density” of your object in the advanced settings, if you don’t need it to be quite so thick with material. This will help you print faster and use less. You could also modify the support angle on your grid, within the advanced menu, if you wanted to be very precise on where exactly supports go. Yet, you likely don’t need to mess too much with these settings when you’re starting off. One final recommendation I may have here, is to always double check your model by changing the view mode to layers before saving the file. This will allow you to see exactly what gets printed, sometimes your build platform will be outside the print area and you may not see it until you check the layers. Next all you need to do is to save your gcode file, onto the micro SD card that it came with. Another note, try not to put your files in subfolders… I had been doing this and encountered an unfortunate bug where pausing and resuming a print has issues if your file isn’t in the root. I figure it’s best to be safe and leave it at the root. Print!Okay so you’ve got your model loaded up on the SD card, it’s back in your printer and it’s powered on. Now, typically a print will auto home itself and get ready on it’s own settings… BUT if you’re anything like me and want to make double sure, you’ll want to do that now. In the prepare menu, be sure to “auto home”, look and make sure your bed is leveled, and you should be good to go. Navigate to print, and you should be on your way. Problem : Warping or Bed AdhesionNow from here, things should go smoothly and the printer will auto print the model on it’s own. Yet there have been a few issues I’ve run into that I’d like to share, as well as the solutions I’ve found. My initial biggest problem was the platform of my 3D object not always staying stuck to the build plate, this can cause warping, misalignment, and an unstable print. I only later found out about “3D Print Adhesives,” they can be found on Amazon and I purchased one called “bed weld.” The way these work, is that you apply a layer of this adhesive to the build plate before getting started. Then as your build plate heats to 60* C, it bakes on and is ready to print. I would totally recommend looking into something like this to get you started. That said, I continued to have issues on some of the larger prints I started doing. If you’re doing prints that are 40+ hours, I’m not convinced this adhesive is strong enough to last… in these instances, I’ve found that it’s actually really easy and worthwhile to run a bead of hot glue around your build platform as it’s building. I know it sounds pretty scary, and the build platform is pretty hot, but at 60*c it seems to still cool and harden the hot glue. I’ve had no issues getting hot glue off the build plate later, and if you do… you can use your printer to heat the plate and it should come right off. While it’s not horribly aesthetic, I really believe in the hot glue method for longer prints, to ensure bed adhesion. I would also just say, to be careful about letting your build plate cool and heat too often… that seems to really cause instability in the adhesion. There was one instance where my model became detached from the build plate, and I was able to line it back up and hot glue it.. And managed to get the print to continue successfully. NOT something I’d recommend, but if you're desperate after a long print, like I was, it worked. Also I have had the recommendation to get a glass build plate, this would help with bed adhesion, heat, etc. Problem : Pausing and Resuming PrintsIt’s possible to pause and resume your prints using the onboard Ender menu, but it’s very finicky and I honestly wouldn’t recommend it. The issue I typically run into, is when you use the onboard “resume” function, it will move the extruder head linearly into position to resume… which could mean dragging the extruder tip through already printed material… it makes a mess. After learning a method on how to repair a gcode file, I tend to go back to this method to resume my prints. Gcode : Print from specific layerThis method works well if you need to resume your print from a specific layer because you’ve run out of filament, there was an issue in printing, etc. Your best bet is to note the Z height of the extruder (if it’s at the right height). If it’s way above the layer you’d like to start printing on, I’d go ahead and first auto home (you wouldn’t believe of often ender 3 forgets where it’s height is). From here, I’d use the controls on the Ender 3 menu to move your extruder head to be right above the last finished layer. Using the right settings should allow you to get right up to the appropriate height (without crushing your model.. Be careful). Note the Z height of your extruder head, it should appear on the screen. With this in hand, hop over to your computer and open the gcode file up in your favorite text editor. I recommend notepad++ if you have it, but notepad works fine. Now what you’re going to want to do is to search (cntrl + f) the z height of your layer. This should allow you to navigate to the layer in question and determine if you want to go down a layer or above… use your best judgement. From here, you want to select everything above that layer, all the way into the intro text, and delete. I first made the mistake of removing some of that intro text, but this is very important for getting your print initialized. The only setting I suggest removing is : G28 Z0 ;move Z to min endstops This is because I like to manually set the Z before getting started, this way I don’t have to worry about the extruder head being dragged across my model. So once your file is ready, you’ve deleted all the previous layers (until the intro text) and you’ve saved this file back out to your SD card and inserted back into the printer. This time, when you get started on your print, make sure to auto home but after use the control to move the Z back up to higher than your print area. I suggest this so the extruder will move downward into position, and is less likely to destroy your work. Hitting print on this file, and you should be good to go to resume your print. I’ve used this to recover from a few printing mistakes, and now really enjoy getting into the gcode file. (This is another references to the same method) Filament Grinding![]() Filament grinding is another issue I’ve run into, what this looks like is your filament stops printing and if you look closely… the little gear used to extrude material will have worn away a smooth zone on the filament and it is no longer feeding it into the tube. You’ll need to pause your print, and pull the filament out if you can. I tend to just clip a little bit of material off the end, just enough so I can feed enough to get past the grounded spot. Then re-feed your filament back into the machine, and it should be good to go. I haven’t had issues with the extruder head becoming clogged but I know that it’s an issue. I’ve found to compensate for filament grinding you should consider increasing the heat of your extruder tip, this way the filament can more easily flow out. I suggest going up 10*C or so, and you can also consider slowing down your print. If you’re doing a fast print, this could cause some filament grinding. Finally, it also comes down to the quality of your filament. I had a beginner roll that just never really wanted to feed well, so keep that in mind. Finishing the PrintHopefully you won’t run into these issues above, but if you do that should help! At the end of the print you’ll have your new model waiting for you on the build plate. Now initially when I was using the basic filament, I had a lot of issues removing the printed platform from both the build plate but also the model itself. I had resorted to cutting material off at times, and only later realized that it should actually peel off quite nicely. While some resistance is expected, if things are printing properly you should be able to remove the bottom raft by hand. Once your model is removed from the build plate, be sure to wash and clean it off. Under running water with soap is fine for the build plate, it’s essential to get this cleaned off and ready for your next print. From here you’re free to sand, paint and finish your printed object. I believe that covers all of my initial lessons learned… I’m sure there are things I’m missing here but hopefully this is helpful to some of you looking to get started, and are running into some of the beginning issues I was. My final words of wisdom would be to not let any of this intimidate you, you’ll have good prints and failed prints. I’m reminded of my Tech Ed teacher from Middleschool who always said “The quality of a Carpenter isn’t gauged by the number of mistakes they make, but by how noticeable they are in the end.” This has been my mantra as I stumble my way through this new world of 3D printing, but I find it fits well.
Hope this was helpful in your 3D printing adventures! |
AuthorI make games, I play games... and sometimes I have some thoughts about that. Archives
February 2025
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