Training for the Game Design Olympics
A discussion of the skills involved in game design, a description of exercises that can cultivate and improve these skills, and a list of design "rules of thumb"
Toward a More Civilized Teabagging
A description of principles and best practices which enable designers to create game systems that better facilitate and incent civil play.
Opening the Kimono
An exploration of the design aspects that satisfy the different needs of male and female gamers in a romantic fantasy game environment
Divine Design
A deconstruction of the functional mechanics at play in successful religions and a look at how games may or may not utilize similar approaches to improve user acquisition, reach, and player retention
Crux
An approach to designing games that deal with sensitive topics in a way that both respects and edifies players, regardless of political or ideological leanings
Design Feedback Loops for Successful Independent Productions
A presentation of an independent game production model and a summary of the comments on this model from select members of the Project Horseshoe community
Game Jam 2012
The presentation of five new games, designed or advanced at Horseshoe, addressing specific attributes that this workgroup felt were underserved in the market relative to the enjoyment potential, and a list of prototyping "pro-tips"