Greg/Tin Heart Interactive
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tinheartint.bsky.social
Greg/Tin Heart Interactive
@tinheartint.bsky.social
Game developing vagrant.
Writer on the game #BLUD. Formerly: Unity/Big Huge Games/Candystand.com.
Pinned
When I first started my career, I was given this advice:
Play games.

Play Bad games.
Play good games.
Play weird, free, and even games you’re not interested in.

You’ll make a finite number in your career; learn by playing other games. Through #BiteSizeGameDesign, I'll share what I learned.
youtu.be/sRY1NG1P_kw?...

“Take Me Home” as we drive home.
(It’s Dad jokes all the way down)
December 21, 2025 at 3:14 AM
Reposted by Greg/Tin Heart Interactive
Hey look, Beatdown City Survivors on a list of best demos on Steam!

You can check it out here!

beatdown.city/bdcsrstm
December 20, 2025 at 7:26 PM
#BiteSizeGameDesign Lesson 146: Expand the options of self expression.

Sure, some players aim to give the “best” choice (for the most points) but many play to make the experience their own.

Romance Central--a Dance Central April fools gag--had many varied choices.
#GameDesign #GameDev
December 11, 2025 at 3:15 PM
#BiteSizeGameDesign Lesson 145: Don’t limit yourself to “realism".

No one can double jump.
Make choices in line with design goals;
don’t be beholden to what works IRL.

Katamari Damacy delightfully toys with the environment not taking anything too seriously.
#GameDesign #GameDev
December 10, 2025 at 6:52 PM
#BiteSizeGameDesign Lesson 144: Move the camera to focus on action.

Pan.
Screen shake.
Zoom.

The camera is the player’s view on the world; use it to show them the exciting things. It’s where they’re looking anyhow. Peggle 2 focuses nicely on that last peg.
#GameDesign #GameDev
December 8, 2025 at 7:39 PM
Tin Heart Interactive turns four!
This year saw new projects, partners, and jams that couldn't fit a short rant - check out our anniversary highlight reel!

Special thanks to @exit73games.bsky.social, @atari.com (and more!) to making the year the best it could be! Here's to more in 2026!
December 3, 2025 at 8:15 PM
#BiteSizeGameDesign Lesson 143: Expand depth of outcomes with critical success/critical failure. 🎲

Are things just "bad"
or are they
REAL BAD™️?

Orion Trail increased a chance at success via character stats or crew members, but critical pass/fail was always a possibility.
#GameDesign #GameDev
November 21, 2025 at 2:30 PM
#BiteSizeGameDesign Lesson 142: Utilize the pattern-seeking nature of the brain.

Repetition is a bare minimum requirement for giving feedback. Players naturally look for links between repeated sounds or assets if there is little else to go on.

Proteus had little/no guidance.
#GameDesign #GameDev
November 20, 2025 at 4:39 PM
#BiteSizeGameDesign Lesson 141: A threat radius can be dependent on camera angle and art.

Increasing how far a player/enemy can deal damage is a good tool for balancing combat, but can look different in 2D, 3D, and 2.5D games (like Coors Light Refresh-Men).
#GameDesign #GameDev
November 13, 2025 at 2:47 PM
Reposted by Greg/Tin Heart Interactive
We don’t use generative AI at Strange Scaffold and I can confirm that a *lot* of other studios are not—whether indie or AAA.

Get outta here with this normalization bullshit.
November 12, 2025 at 3:25 AM
This upcoming weekend is the Game Your Future Conference - are you ready?
I've been digging through the archives of screenshots/sketches/photos preparing for the #BLUD post-mortem. Join me at 11am Saturday to see how we crafted the vampire-fighting cartoon adventure game!
@exit73games.bsky.social
November 11, 2025 at 11:55 PM
#BiteSizeGameDesign Lesson 140: *Most* game mechanics are not subject to copyright.

The internet can be an unkind place. If you’re successful, people will look to “fast follow” your design.

If you make an homage to a classic, try to add something new or novel.
#GameDesign #GameDev
November 10, 2025 at 4:01 PM
#BiteSizeGameDesign Lesson 139: Breadcrumb your desired player experience so they can see where to follow.

Achievement Unlocked was all about, well, achievements!
A savvy player could earn several at a time once they understood what was being asked of them.

#GameDesign #GameDev
November 6, 2025 at 6:39 PM
#BiteSizeGameDesign Lesson 138: Make the first collectible impossible to miss.

Santa’s Sleigh Dash was a touchscreen window display game at the NYC Macy’s, Christmas 2014. The sleigh was HUGE on screen, helping the everyone learn the game and pick up collectables.
#GameDesign #GameDev
November 4, 2025 at 3:40 PM
Happy Halloween!

I was thrilled for the chance to re-imagine @atari.com’s game Witch Hunt! This spooky season, I invite you to explore the abandoned grounds around the witch's mansion.

Built in Portal’s no-code engine, it’s playable for free now in your browser!
October 31, 2025 at 6:20 PM
#BiteSizeGameDesign Lesson 137: Have enemies counter kiting.

If an enemy's speed < player speed & they indefinitely follow the player, your bad guys line up to be destroyed.

Enemies spawn around the player In Holdout., eventually forcing a different tactic.
#GameDesign #GameDev
October 30, 2025 at 2:59 PM
Reposted by Greg/Tin Heart Interactive
there's only room for one pink mf at the top. #BLUD
October 27, 2025 at 11:06 AM
#BiteSizeGameDesign Lesson 136: Multiple, valid choices doesn’t always increase the chance of success.

Gunstringer: Dead Man Running had obstacles with many ways to get around them. These split-second decisions could lead to analysis paralysis. (Freezing instead of deciding.)
#GameDesign #GameDev
October 28, 2025 at 2:39 PM
Reposted by Greg/Tin Heart Interactive
I guess this makes sense, but itch has a Halloween sale going on! I went ahead and submitted my game to it :) I set the goal to $20 basically because it would make me happy if 20 ppl played it :P #indiegame #indiedev #sale

e-gahhd.itch.io/towel-washin...
Towel Washing Factory by E-Gahhd
Jump, slap and run your way through a weird factory in this short horror 3D platformer
e-gahhd.itch.io
October 24, 2025 at 9:21 PM
#BiteSizeGameDesign Lesson 135: Start from where your player can understand.

Affordances are often discussed in designing physical goods.

Can a player know what to do by looking?

Onomastica’s based play on using words as the nouns or verbs they represent.
#GameDesign #GameDev
October 24, 2025 at 6:08 PM
#BiteSizeGameDesign Lesson 134: Reduce all distractions during key attacks.

Lots of games will set the timescale close to zero to slow down the impact of a big moment.

Michael Jackson’s Moonwalker effectively does the same, as all enemies stop attacking to dance along.
#GameDesign #GameDev
October 23, 2025 at 1:46 PM
#BiteSizeGameDesign Lesson 133: Embrace the happy accidents.

It’s not a bug, it’s a feature! 😉

While I didn’t work on Suddenly, Thousands I could see how controlling multiple characters with 1 input could be accidentally emergent design when trying local multiplayer. #GameDesign #GameDev
October 22, 2025 at 7:22 PM
FACTS.
Game dev math, if you launched 1 title on for different platforms. You've launched 4 products
October 20, 2025 at 7:04 PM
#BiteSizeGameDesign Lesson 132: Friendly fire establishes boundaries of cooperation.

Are players invincible to each other?
Do they take collateral damage?
Can they die?

A playful nudge in Battleblock Theater could complete a level or knock you to your doom. #GameDesign #GameDev
October 20, 2025 at 6:53 PM
Reposted by Greg/Tin Heart Interactive
I think one of the saddest things about being a millennial is remembering a time when technology was advancing in a way that made life better and easier and more exciting instead of actively, intentionally worse
July 9, 2025 at 7:18 PM