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Author: Christian Liesch

Software Developer

Risk Mitigation: Add more Details to Death Animation

22. January 202122. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I tried quickly if more details for death animation would […]

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Risk Mitigation: Test Primary and Secondary Weapon Switch

19. January 202121. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. The next idea I tried quickly to pitch was having […]

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Risk Mitigation: Test Bloodstain for Bullet Exit Wounds

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. In this blog article I tested bloodstain for exit wounds, […]

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Risk Mitigation: Test More Random for Shell Ejection

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I will play with the random factor for shell ejection, […]

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Risk Mitigation: Test Bigger Muzzles

31. December 202031. December 2020 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I will try different sizes of muzzles and add a […]

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Lens #16: The Lens of Risk Mitigation

25. December 202026. January 2021 Christian Liesch Leave a comment

The lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links int this article I will get a small commission for that. First of all, this lens is about figuring out the worst-case scenarios, what could go […]

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M163 Vulcan from Sketch to Model

12. November 202012. November 2020 Christian Liesch Leave a comment

I modeled my M163 Vulcan tank with blender 3D for my game. The plan is that a soldier can control that tank alone, which of curse in reality it needs more people at least a gunner and a driver. And because one soldier can control this tank the player can take out that soldier and […]

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Lens #15: The Lens of the Eight Filters

29. October 202012. November 2020 Christian Liesch 2 Comments

for the feedback.The lens #15, the lens of the eight filters from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy this book through this link I will get a small commission for that. This lens is one of those which I have to evolve as not everything […]

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Enter Game, Switch Level, and Die

21. October 202022. October 2020 Christian Liesch Leave a comment

To make my first couple of testable levels, I need a clear understanding of how to preserve the game state and how to reset the level when I die and also how many times I wanna die and where I will get reborn, and how I get reborn. Soft Requirements So I made a simple […]

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Lens #14: The Lens of the Problem Statement

15. October 202022. October 2020 Christian Liesch Leave a comment

The lens #14, the lens of the problem statement from The Art of Game Design: A Book of Lenses written by Jesse Schell. Design is about solving problems, but if you don’t know what problem you solve then it is pretty hard to design something, it’s like designing in a vacuum. This lens can be […]

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