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Featured posts
- Engaging sleep mode
- Shifting from Gamification to Playful Design
- ‘Playful Design for Activism’ at E‑Motive Day 2015
- New Planning Methods
- Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems
- Designing Playful Museum Exhibitions
- Three Perspectives on Serious Games
- Five Behaviour Design Principles You Never Suspected Would Work
- Video of our Playing with Rules workshop at Mozilla Festival 2013
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Recent posts


Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems
“No Man’s Sky is so big, the developers built space probes to explore it for them.” That’s from a Polygon report on what is probably the most hyped videogame of the moment. The main thing that seems to fascinate people about No Man’s Sky is its extensive use of procedural content generation (PCG). Put simply, […]