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shift9.net

shift9.net | Chris Koeppel, game designer.

Chris Koeppel, game designer.

http://www.shift9.net/

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CONTACTS AT SHIFT9.NET

Christopher Koeppel

54 Gre●●●●●●ley Dr

Plan●●●●ille , Connecticut, 06479

United States

1.619●●●●●.3381
ch●●●●●●●●●●●@gmail.com

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Christopher Koeppel

54 Gre●●●●●●ley Dr

Plan●●●●ille , Connecticut, 06479

United States

1.619●●●●●.3381
ch●●●●●●●●●●●@gmail.com

View this contact

Christopher Koeppel

54 Gre●●●●●●ley Dr

Plan●●●●ille , Connecticut, 06479

United States

1.619●●●●●.3381
ch●●●●●●●●●●●@gmail.com

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shift9.net | Chris Koeppel, game designer. | shift9.net Reviews
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Chris Koeppel, game designer.
<META>
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1 shift9 net
2 investing in investment
3 written by
4 shift9design
5 1 comment
6 posted in
7 destiny
8 game design
9 live games
10 eat eat hooray
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shift9 net,investing in investment,written by,shift9design,1 comment,posted in,destiny,game design,live games,eat eat hooray,leave a comment,tagged with,morp,in the next,catch a killer,ux and ui,james patterson,wireframes,free realms,yeesh,minigames,games
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shift9.net | Chris Koeppel, game designer. | shift9.net Reviews

https://shift9.net

Chris Koeppel, game designer.

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shift9.net shift9.net
1

James Patterson’s Wireframe Bonanza | shift9.net

http://shift9.net/2013/09/08/james-pattersons-wireframe-bonanza

Chris Koeppel, game designer. September 8, 2013. James Patterson’s Wireframe Bonanza. James Patterson’s Catch a KIller. This is fairly close to what we ended up with after many, many iterations. Whatever action the player is meant to take next would be front and center, with the case the player is working on attached to it. They can switch between active cases as well. In the end, we ended up killing the third row featured here to streamline the possible actions after some usability testing. You are comm...

2

Destiny | shift9.net

http://shift9.net/category/destiny

Chris Koeppel, game designer. October 6, 2014. Millions of Destiny players are discovering what MMO players have known for years: when you build a game on loot and leveling, you need to keep providing carrots at max level. (Is that a mixed metaphor? Is that not even a metaphor? C’mon, we have to make MIMEs a thing, guys. Take this word back from the terrifying, silent nightmares that plague our cities! Evolution of a Morp. James Patterson’s Wireframe Bonanza. Free Realms: Kill Your Darlings (part 1).

3

ux | shift9.net

http://shift9.net/tag/ux

Chris Koeppel, game designer. September 8, 2013. James Patterson’s Wireframe Bonanza. James Patterson’s Catch a KIller. This is fairly close to what we ended up with after many, many iterations. Whatever action the player is meant to take next would be front and center, with the case the player is working on attached to it. They can switch between active cases as well. In the end, we ended up killing the third row featured here to streamline the possible actions after some usability testing. Free Realms ...

4

ui | shift9.net

http://shift9.net/tag/ui

Chris Koeppel, game designer. September 8, 2013. James Patterson’s Wireframe Bonanza. James Patterson’s Catch a KIller. This is fairly close to what we ended up with after many, many iterations. Whatever action the player is meant to take next would be front and center, with the case the player is working on attached to it. They can switch between active cases as well. In the end, we ended up killing the third row featured here to streamline the possible actions after some usability testing. Free Realms ...

5

Mining for Accessibility | shift9.net

http://shift9.net/2013/09/07/mining-for-accessibility

Chris Koeppel, game designer. September 7, 2013. Everyone has played one at this point. First we start with the design. The creative director really wanted a drag-chain mechanic rather than a traditional swap mechanic. Beyond that, it was pretty much up to me to figure out how you actually harvest copper from one of these things. Let’s look at the first wireframe:. Players didn’t understand the drag-chain mechanic. Players didn’t understand how to collect the copper. Because they didn’t know how mu...

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Chris Koeppel, game designer. October 6, 2014. Millions of Destiny players are discovering what MMO players have known for years: when you build a game on loot and leveling, you need to keep providing carrots at max level. (Is that a mixed metaphor? Is that not even a metaphor? C’mon, we have to make MIMEs a thing, guys. Take this word back from the terrifying, silent nightmares that plague our cities! September 8, 2013. Evolution of a Morp. The little blue dude is the morp, and the player’s goal i...

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