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Design Study, Game Breakdowns, and my life as a Game Designer

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Author Archives: Chandra Kouns

The Complexity of Control Schemes

Featuredby Chandra Kouns Leave a comment

What does it take to craft a “good” control scheme for a video game? Different people have their own subjective answer to this question. Throughout my professional life I have […]

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Breakdowns, HIGHLIGHTS

UNANNOUNCED MOBILE PROJECT

May 28, 2023by Chandra Kouns 1 Comment

GENRE SPECIFICATIONS ROLE : Game DesignTAGS : Casual-Competitive            VIEW : 2D                            PLATFORM : Mobile               DURATION : 3 MonthsCALENDER : 2017 June […]

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Portfolio REJECTS

Horizon Zero Dawn: Slide – Feature Breakdown

February 20, 2022by Chandra Kouns Leave a comment

DISCLAIMER: This post is me imitating to be a game designer at Guerrilla Games while working on Horizon Zero Dawn. So I’ve tried to emulate how I would look to […]

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Breakdowns, HIGHLIGHTS

Boss Design FT. Blasphemous

June 30, 2021by Chandra Kouns Leave a comment

Today I’ll be breaking down a boss from a 2D souls-like game called Blasphemous. This post will be geared more towards understanding game design practices and intricacies involved in creating […]

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Breakdowns, HIGHLIGHTS

Adapting an FOV Option for Starlink

October 30, 2020by Chandra Kouns Leave a comment

Working with “FOV” as an option in video games was an intriguing experience. However, it’s crucial to understand its potential to drastically alter the “intended” gameplay experience if not implemented […]

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HIGHLIGHTS, Portfolio REJECTS

DMC 5 Narrative Critique

April 20, 2020by Chandra Kouns 1 Comment

INTRODUCTION From the initial conception, DMC 5 was never made as a progressive sequel to the series, but rather a comeback to its original form! This is a new-age “remake” […]

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Breakdowns, HIGHLIGHTS

Open World Tower Systems and Player Motivations

January 2, 2020by Chandra Kouns Leave a comment

Throughout the years of open world game design, video games have often struggled to maintain a consistent motivation for the player to keep progressing. However, this issue was largely addressed […]

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Breakdowns, HIGHLIGHTS

Spyro™ Ripto’s Rage! Reignited – Game Analysis

November 8, 2019by Chandra Kouns Leave a comment

DISCLAIMER: Please refer to the following link for the first part of the analysis. WHAT HAS CHANGED? The developers have adapted additional complexity layers on the existing navigation systems, adjusted […]

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Breakdowns

Spyro™ The Dragon Reignited – Game Analysis

October 19, 2019by Chandra Kouns 1 Comment

OVERVIEW The game features the main character “Spyro”, roaming around different levels connected to different hub worlds, while rescuing trapped dragons and collecting gems, eggs, and skill points for progression. […]

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Breakdowns

VINDICTA

October 2, 2019by Chandra Kouns Leave a comment

GENRE SPECIFICATIONS ROLE : Game Design, Level DesignTAGS : Action-Adventure      VIEW : 3rd PersonENGINE : Unreal Engine 4                        PLAYERS […]

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Portfolio REJECTS

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Myself

Unknown's avatarChandra Kouns
3C Game Designer
Currently, Sweden

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