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Drawnonward's profile
Taylor Shuss
Taylor Shuss
Taylor Shuss
@Drawnonward

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Taylor Shuss

@Drawnonward

Tabletop Game Designer. Bachelors in Psychohistory, Polyomino Enthusiast, "Wild Cowboy" - @danthurot

Huntington Beach, CA
Joined October 2008

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    Taylor Shuss‏ @Drawnonward 8 May 2020

    How would you describe your personal style of game design? What trends have you found in your games and what do they say about you?

    12:38 PM - 8 May 2020
    • 11 Likes
    • Little j Games Vaades Restaurant Tom Teaches Belltower Games (Jeff) Failed Mutiny Jonny Pac 🤠 FLATOUT GAMES Iain // Unpopular Mechanics Jon Moffat # BLM
    13 replies 0 retweets 11 likes
      1. Taylor Shuss‏ @Drawnonward 8 May 2020

        I love when games have unique gameplay, and that's why the vast majority of my games have a mechanical hook to them. A great example of this is my newest design, UV High, which is a roll & write game that allows for hidden information by using blacklight pens!

        1 reply 0 retweets 4 likes
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      1. Neil Kimball‏ @neil_kimball 8 May 2020
        Replying to @Drawnonward

        Theme first and change everything until it feels right.

        0 replies 0 retweets 2 likes
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      1. tomandmary‏ @tomandmary 8 May 2020
        Replying to @Drawnonward

        Obstinate and contrarian; that I am obstinate and contrarian.

        0 replies 0 retweets 2 likes
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      1. Jon Moffat # BLM‏ @JonTexMo 8 May 2020
        Replying to @Drawnonward

        "Euro" sensibilities underpinning organic ties between mechanisms and theme that all lead to high player interaction

        0 replies 0 retweets 2 likes
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      1. Thing 12 Games‏ @thing12games 8 May 2020
        Replying to @Drawnonward

        My personal designs tend to feature elements of player interaction, the ability to mess with each other, and the ability to out-wit/out-position your opponents. The games often start “experience” first. “It would be cool/interesting/hilarious if you could...”

        0 replies 0 retweets 2 likes
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      2. FLATOUT GAMES‏ @FlatoutGames 8 May 2020
        Replying to @Drawnonward

        Distill mechanics down to their essence. Find the fun with the fewest rules. Build an endlessly replayable puzzle out of mechanics. Find ways to use what has come before in new combinations and adjacencies. Generate interesting decisions.

        1 reply 0 retweets 6 likes
      3. FLATOUT GAMES‏ @FlatoutGames 8 May 2020
        Replying to @FlatoutGames @Drawnonward

        I think most of our games start with an interesting or novel mechanical idea, then we see if we can build an entire game around it while keeping it about the simple thing that is fun or challenging. When making larger games, it's all about the seamless interaction of systems.

        0 replies 0 retweets 1 like
      4. End of conversation
      1. Failed Mutiny‏ @FailedMutiny 8 May 2020
        Replying to @Drawnonward

        Aside from entertainment, the theme is most important thing. Design, copy, layout, and supporting products need to make the player feel immersed in the setting. I'm even recording a soundtrack for a future board game.

        0 replies 0 retweets 1 like
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      1. Belltower Games (Jeff)‏ @belltowergames 8 May 2020
        Replying to @Drawnonward

        Pre-2020: Emphasis on risk management, every option has a consequence/counterweight Post-2020: Emphasis on interplayer friction, every decision has ramifications that depend on how opponents react

        0 replies 0 retweets 3 likes
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      1. JV  🇨🇦  🏳️‍⚧️  💜 BLM‏ @JVDesignsGames 8 May 2020
        Replying to @Drawnonward

        I like big moments. I think a game is defined by the 2-3 highest intensity moments in it, and all of the systems are just trying to lead to that. Therefore, I like to have a lot of low-impact actions, followed by one ENORMOUS one.

        0 replies 0 retweets 4 likes
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