World of Goo design tour

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November 30th, 2008

Whenever I play a game, I look for design lessons that I can learn and apply to my own games. Recently, I decided to show these lessons in the form of a video tour of games that make interesting design decisions. The first one is about World of Goo by 2Dboy. Please forgive the stiff narration; I am still getting used to talking to myself :)

Be sure to click here watch it in HD!


Press the triangle button for captions (download transcript)

Just got a response from Kyle Gabler from 2Dboy!

"Wow thanks David! I laughed out loud at some of the very small, and embarrassingly correct, details you managed to pick up on. I remember the day we got the balls stretching and squishing along the velocity vector - an entirely cosmetic feature - but it instantly made the game more fun and tactile. Also, you noticed we used blurred foreground and background textures as a sneaky way to have higher image compression ratios. That's completely right, which is funny, since that was a case of a technical limitation that actually caused the game to look better with more depth.

Very perceptive, thumbs up!"

Be sure to subscribe to the blog so you don't miss our upcoming design tours! The next one (Knytt Stories), is already up here.