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Posts by Martin Annander

Analogue Prototyping There is a lot to say about prototyping. Chris Hecker talked about advanced prototyping at GDC 2006, and provided a hierarchy of priorities that goes like this: Step 1: Don't: Steal it, fake it, or rehash stuff you have already made before you start a new prototype. Step 2: Just Do It: If it takes less than two days, just do it.

This month, I wanted to get more practical again, and decided to take a bunch of amateur smartphone photos of the equipment and some of the processes I use for analogue prototyping. Enjoy, and may your prototyping be rapid and fruitful!

1 week ago 1 0 0 0
The Playtank Blog Guide This blog started as a place to gather tabletop role-playing thoughts. Over time, it transformed into an outlet for professional musings. When my focus shifted professionally to systemic design, the blog shifted along. I'm quite proud of this collection of tips, tricks, and practices. It's come to the point where there's a consistent monthly readership. But it's also quite meandering and weird, not exactly accessible for a newcomer.

This blog has grown for a couple of years by now. I've had it called out in 1-1s. I've had people contact me to thank me. I've had people write angry comments and e-mails.

It's high time to provide a guide for newcomers and angry returners alike.

1 month ago 1 0 0 0
The Systemic Pitch The past few years prove that there is a market for premium systemic singleplayer games. Few have listened to us (developers) when we tried to pitch such games for the past decade. Or ever. This isn't because there is some kind of conspiracy against systemic games. Not at all. Systemic designs are very hard to sell. Not just to publishers or to customers; systemic designs are hard to sell even to your own team.

Pitching, to publishers and other stakeholders, is something I've done quite a bit through the years. Sometimes successfully, sometimes not. This month, I wanted to share some general notes from this process, even if I'm unable to share anything from the pitches in question.

2 months ago 3 0 0 0
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Your Next Systemic Game This is how the magic happens! This post lays out a process in three very broad steps for how to put the principles on this blog into practice. There are links to more detailed subject analyses made previously, and attempts have been made to minimise repetition. It starts with The Model; figuring out what you want players to get excited about.

An attempt to bring every post on systemic design together. Tells you how to work with it in practice. One of the strengths I've found with this particular approach is that it lifts your focus -- it allows you to work on the design without getting stuck on implementation details too early.

4 months ago 3 0 0 0
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Maximum Iteration The quality of your game is directly related to the number of iterations you have time to make. The adage is that game development is an iterative process. We know we should be tweaking and tuning …

This month's blog post builds on a #gamedesign assumption: the more iterations you have time for, the better your game.

playtank.io/2025/11/12/m...

5 months ago 3 0 0 0
Maximum Iteration The quality of your game is directly related to the number of iterations you have time to make. The adage is that game development is an iterative process. We know we should be tweaking and tuning our game until it feels and runs great. To make it the best it can be; greater than the sum of its parts. Early on, to make sure that the features we work on are worth pursuing.

This month's blog post goes into my thinking on pipelines and frameworks, based on a single key realisation: the quality of your game is directly related to the number of iterations you have time to make.

5 months ago 0 0 0 0

Roblox is a whole platform, not a "game" in any traditional sense. But I work with games, I know how these systems work, and the reason I play with them on occasion is because I want to understand how it works. That's better than blocking it entirely, in my opinion. (No robux for my kids though...)

5 months ago 3 0 1 0

My kids have so much fun with Roblox and in more accessible ways than "real" gaming. One game I played with them made me realise how much the direct interaction reminded me of Ultima VI+-style world simulation. The future will be in good hands!

5 months ago 5 0 1 0
Game Balancing Guide This post is all about what game balancing is and how to do it. Just remember that every game has its own unique needs and challenges, so cherry-pick whatever sounds reasonable for your game. This post will become a "living" post of sorts, added to over time. Tell me about your own balancing tools and tricks at annander@gmail.com or in a comment.

This is a post I've been working on for a very long time, while actively trying to keep it useful. It's an attempt at a practical guide to #gamebalancing, and will have to become a living (though sporadic) document going forward. Would love to have your feedback!

6 months ago 1 0 0 0
Definitions in Game Design "We're making an ARPG with survival and roguelike elements," begins the pitch. "It also has some light platforming, is made with Godot, and intented for release on Steam in Early Access." For the business-minded person in the crowd who just played Path of Exile 2, they may focus on the ARPG bits or conjure up mental images of lucrative microtransactions.

Ahead of this month, I studied some of the works discussing games, game design, definitions, tools, and terms. There's a wealth of knowledge out there, yet the best you can do for your own games, in my opinion, is make up your own words.

7 months ago 1 0 0 0
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Game Economy Design The What and The How Hey there, I’m Keelan. For the better part of my career in the games industry I’ve worked as what’s known as a Game Economy Designer. Game Economy Design predominantly concerns…

This month marks the 50th Playtank.io blog post, and also the first-ever guest post by ex-Sony system designer Keelan Bowker-O'Brien! Enjoy. He knows everything about game economy design that I don't.

playtank.io/2025/08/12/g...

8 months ago 1 0 0 0

Never even thought of that. My condolances.

8 months ago 0 0 1 0
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Was using my thermos mug and realised as I put on the desk that this represents a considerable part of my professional career. I think this was a Starbreeze x-mas present in 2008 or 2009. The Helldivers 2 controller was given to me by Arrowhead earlier this year.

8 months ago 1 0 0 0

I laughed out loud when it happened, since it wasn't designed at all, just a consequence of the systems doing what they were supposed to. A friend of mine called the proto "Everyone else is Jason Bourne." :D

8 months ago 1 0 0 0

Hmm. This is supposed to be a .gif...

8 months ago 0 0 0 0

Anyway. Great post!

8 months ago 1 0 1 0

The AI follows a simple rule. If they spot the player the want to attack. If they want to attack and have no weapon, they go to the nearest room with a weapon and grab the nearest weapon. It just happened to be the one I was holding...

Unintended silly systemic stuff.

8 months ago 1 0 1 0
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Love this: "AI feels smartest when it handles a situation gracefully that hardly ever comes up. Without that, no amount of clever behaviour will get you there."

Reminded me of this silliness that happened in a prototype this spring:

8 months ago 0 0 2 0

I was described as a "social introvert." Had to hear it to understand how accurate it was.

8 months ago 3 0 1 0
Tabletop Roleplaying as a Game Design Tool The goal is to allow the player and their avatar to occupy the same emotional space. Harrison Pink, Snap to Character: Building Strong Player Attachment Through Narrative At Graewolv, while exploring the concept of the demon-powered first-person shooter, one question that kept nagging at my brain was who I was actually playing and why it led me to shooting people and interacting with demons in the first place.

This month's blog post is special, since the excellent Martin Ekdal has given me permission to share some exploratory design work I did as Design Director at Graewolv. It's a post about how role-playing can be used as a game design tool. Enjoy!

9 months ago 1 0 0 0
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Challenges to Systemic Design Systemic design comes down to making objects and rules and inviting the player to interact with them. This sometimes clashes with game design at large or the expectations of external stakeholders. This post is dedicated to some challenges that are facing systemic game design right now. It won't go into broader problems like financing or marketing — not in this post.

Game design is a constantly evolving craft and many of its challenges are tied to its present. But this month's blog post tries to deal with a number of specific challenges, such as recency bias and IP tourism, that felt worth writing about.

10 months ago 1 0 0 0
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Making Money Making Games There’s a popular joke about money and game development. It goes something like this: To make a small fortune from gamedev, start with a big one. A key element of gamedev finances is risk. Ga…

This month's blogging concerns how game studios make money. Making Money Making Games. The fact that many developers don't make money *selling* games is still something I need to explain with regularity and it still doesn't make intuitive sense.

playtank.io/2025/05/12/m...

11 months ago 1 0 0 0
Making Money Making Games There's a popular joke about money and game development. It goes something like this: To make a small fortune from gamedev, start with a big one. A key element of gamedev finances is risk. Games are entertainment products, and even when someone has a great time testing your game at a conference or all the reviews come in at 11/10, that still doesn't mean people will want to give you money.

Decided to write a little about game studio financing this month, since it's something many find somewhat unintuitive. Not an exhaustive treatise, but hopefully worth a read!

11 months ago 0 0 0 0

Playing Death Stranding, and reflecting how every Hideo Kojima game since MGS2 is an interesting often innovative #gamedesign wrapped in a messy indecipherable story told through poorly written 10+-minute cutscenes.

11 months ago 0 0 0 0

Data points I found fascinating looking through Steam achievements:

- ~10% stop playing in the very early game (tutorial).
- ~25-30% play single-player games to the end. Can be as high as 45-50% near launch for big blockbusters but shrinks over time.

What would happen if we made shorter games?

11 months ago 0 0 0 0
My Game Engine Journey There, but certainly not back again. It's sometime around the late 1980s/early 1990s that some developers start talking about a "game engine" as a thing. Maybe not even using the term "engine" yet, but in the form of C/C++ libraries that can be linked or compiled into your project to provide you with ready-made solutions for problems. Color rendering for a particular screen, perhaps, or handling the input from a third-party joystick you want to support.

So many beginning developers ask "which engine should I use?" So this month, I'm going through the engines I've worked with (or alongside) myself, and the takeaways from them. The idea is to show you that engine matters less than getting the work done!

1 year ago 16 6 0 0
A State-Rich Simulation The object-rich world is crucial for making systemic games. Similarly, the state-space of your game can be used to describe the entirety of your design and to facilitate more holistic game development. But it's about time that we talked about data, since it keeps coming up. How to describe the smallest pieces of your simulation and the effects of this choice on your game.

This month's post on #systemicdesign dives into data representation, and terms like state and context. A return to the more technical posts I used to write earlier in this blog's (short) lifetime!

1 year ago 0 0 0 0
Building Systemic Drama This post is the last post in a series on combat design. There has been many attempts to classify storytelling. Georges Polti suggested The Thirty-Six Dramatic Situations in 1895. Vladimir Propp used a selection of 31 functions to illustrate similar things in the 1920s. There's also the widely misused monomyth of Joseph Campbell, originally published in his book The Hero With a Thousand Faces…

A final entry in the combat philosophy series, that will wrap the more theoretical meanderings and leave me more room to focus on #systemicdesign!

1 year ago 2 0 0 0

I think it's the best of them too. The later instalments lay on the cutscenes, with The New Colossus having some that are probably 10-15 minutes long...

1 year ago 0 0 0 0
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First week doing systemic design at Arrowhead Game Studios. Excited to see what this brings.

1 year ago 5 0 0 0