Most developers assume a game feels shallow because it doesn’t have enough content. More enemies, more abilities, more progression layers. But players don’t disengage because there’s too little to do. They disengage because nothing in the game resists them. If the player can always move forward without pressure, without limitation, and without meaningful consequence, the experience becomes automatic...
Author: Myles Blasonato
Screen Australia’s $1.4M Investment Is Exactly What the Australian Games Industry Needs
Screen Australia has invested $1.4 million into 26 local game projects, supporting titles built around Australian stories, ideas, and creative voices. On the surface, this looks like a standard funding announcement. In reality, it’s a strong signal that the Australian games industry is moving in the right direction...
Your Game Isn’t Shallow. Your Systems Just Don’t Interact.
Shallow games are rarely the result of missing content. They are the result of systems that operate in isolation. You can have combat, progression, abilities, enemies, and upgrades all functioning correctly on their own, but if they do not influence each other, the player runs out of meaningful decisions. When systems do not interact, the player stops thinking. When thinking stops, engagement drops...
DLSS 5, Ultrarealism, and the Death of Art Direction
Nvidia’s reveal of DLSS 5 was positioned as a breakthrough in visual fidelity, promising photoreal lighting, materials, and AI-enhanced rendering that pushes games closer to reality than ever before. On paper, it’s an impressive technical achievement. In practice, the reaction from players tells a very different story. With the reveal trailer sitting at roughly 16% positive engagement, the message is clear: players are not rejecting the technology because they don’t understand it, they’re rejecting what it represents...
Immersive Design: Activation vs Construction
One of the most important distinctions in systemic game design is the difference between activation and construction. Both create interaction, but they operate in fundamentally different ways and lead to very different player experiences. Activation occurs when the player triggers a pre-authored outcome. A specific input produces a specific response and the system resolves the interaction in a predictable way. The mechanic functions exactly as intended and the player simply confirms the action...
AI Asset Factories and the Problem with AI-Generated Games
A Vienna-based startup called Atlas has launched AI Studio, a platform designed to automate large portions of game asset production using coordinated AI agents. The system allows developers to describe production tasks in natural language while a network of AI tools generates models, textures, materials, collision data, and level-of-detail variants before exporting the assets directly into engines such as Unity, Unreal Engine, or Blender...
Immersive Design: System Stacking and Emergent Density
One of the defining characteristics of immersive design is the way systems interact with each other. In many traditional designs, mechanics are implemented as isolated features. A stamina bar affects combat. A stealth system determines whether enemies detect you. A physics system moves objects. Each mechanic exists, but they rarely influence one another in meaningful ways...
Australia’s Game Development Education Sector Is Expanding – What It Means for Future Developers
Australia’s game development education sector has grown rapidly over the past six years, reflecting the broader expansion of the country’s interactive entertainment industry. According to recent data, the Australian games sector generated $284.4 million in revenue and added 770 new jobs in 2022, bringing the workforce to more than 2,100 full-time professionals...
Immersive Design: Understanding Systemic Scope
Systemic Scope is about designing your game so that as much of the experience as possible emerges from interacting systems rather than handcrafted sequences. Animated cutscenes take time. Scripted story beats take time. Bespoke boss encounters take time. Custom levels take time. Every authored moment is a one-off expense. Once consumed, it’s gone. Systems behave differently. A tight core loop built on interacting rules can generate far more longevity than hours of handcrafted content. That’s why arcade games, roguelike structures, and simulation-driven designs often outlive cinematic experiences. They are loopable, replayable, and expressive...
Queensland Government Invests $3.7M in Digital Games
The Queensland Government has announced a $3.7 million investment to support 20 new digital game development projects, signalling what it describes as a record-breaking moment for the state’s growing games industry. The funding is expected to generate $23 million in economic contribution and support more than 330 local jobs, further cementing Queensland’s position as Australia’s second largest state for game development...
