<?xml version="1.0" encoding="UTF-8" standalone="no"?><!--Generated by Site-Server v@build.version@ (http://www.squarespace.com) on Mon, 08 Jun 2026 19:02:17 GMT
--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:media="http://www.rssboard.org/media-rss" xmlns:wfw="http://wellformedweb.org/CommentAPI/" version="2.0"><channel><title>GABE MAC'S BLOG - Gabe Mac</title><link>https://www.gabemac.com/blog/</link><lastBuildDate>Thu, 28 May 2026 00:53:59 +0000</lastBuildDate><language>en-US</language><generator>Site-Server v@build.version@ (http://www.squarespace.com)</generator><description><![CDATA[<p>Artist - Teacher - Game Designer - Filmmaker - Traveler - VJ - Dudeist</p>]]></description><itunes:explicit>no</itunes:explicit><copyright>Creative Commons Share-Alike, Attribution, Non-Commercial</copyright><itunes:keywords>conferences,tech,arts,travel,gabemac,vlogging,video,podcast,mobuzz,xolo,europe,interent,games,life</itunes:keywords><itunes:summary>GabeMac's Work, Rest and Play</itunes:summary><itunes:subtitle>Gabe Mac's Opinion Man</itunes:subtitle><itunes:category text="Arts"/><itunes:author>Gabriel McIntyre</itunes:author><itunes:owner><itunes:email>maceverywhere@gmail.com</itunes:email><itunes:name>Gabriel McIntyre</itunes:name></itunes:owner><item><title>Game Rules: Designing Boundaries That Spark Creativity - The Game Beyond Podcast S2 E05</title><category>course</category><category>games</category><pubDate>Wed, 03 Jun 2026 16:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2026/4/13/thinking-like-a-designer-the-game-beyond-podcast-season-2-episode-1-yx2ez-fnbz4-2g7rm</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:69dd46440b766f135263e3ce</guid><description><![CDATA[Rules aren't restrictions; they are tools. We look at "Inside-the-Box" 
explicit rules and the "Outside-the-Box" social norms players bring with 
them.]]></description><content:encoded><![CDATA[<h2><strong>Why Cheaters Aren't the Enemy: Implicit vs. Explicit Rules</strong></h2>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <p class=""><strong>The Revelation:</strong> Explicit rules tell the player what they <em>can</em> do. Implicit rules (the social contract) tell them what they <em>should</em> do.</p><p class="">When we feel anger at a "cheater," it’s rarely because they broke the hard-coded code of the game. It’s because they violated the <a href="https://plato.stanford.edu/entries/social-contract/"><span>Social Contract</span></a> of the table.</p><p class="">Consider the <strong>Swedish Post Case Study</strong>: In a real-world system with rigid explicit rules that were slowing down delivery, workers created unofficial "House Rules" to bypass the bureaucracy. By observing these "cheats," the organization learned exactly where their system was broken.</p><p class=""><strong>Takeaway:</strong> As a designer, don't just patch out glitches—study them. If players are finding a way to "skip" your content, it’s usually because that content isn't as fun as you thought it was.</p><p class="">👉 <strong>See how we apply implicit rule theory to corporate systems in the full course at </strong><a href="https://school.thegamebeyond.com"><span><strong>school.thegamebeyond.com</strong></span></a><strong>.</strong></p>





















  
  














































  

    
  
    

      

      
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  <p class="">👉 <strong>Learn how to structure meaningful progression at </strong><a href="https://school.thegamebeyond.com"><span><strong>school.thegamebeyond.com</strong></span></a><strong>.</strong></p>





















  
  







  




  <a href="https://school.thegamebeyond.com" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
  >
    Learn more
  </a>]]></content:encoded><media:content height="838" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1776109360370-OFOGYU0MKYM9C8EJXJRG/Gemini_Generated_Image_sir0z6sir0z6sir0.jpeg?format=1500w" width="1500"><media:title type="plain">Game Rules: Designing Boundaries That Spark Creativity - The Game Beyond Podcast S2 E05</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>When AI Agents Start Playing the Game Themselves</title><category>digital lifestyle</category><category>news</category><category>Technology</category><pubDate>Thu, 28 May 2026 00:59:35 +0000</pubDate><link>https://www.gabemac.com/blog/2026/5/27/when-ai-agents-start-playing-the-game-themselves</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:6a17922778fec823fff7024c</guid><description><![CDATA[Researchers watched AI agents form relationships, revolt against authority, 
and destroy a virtual city. Explore what this reveals about game theory, 
emergent gameplay, and the future of simulation design.]]></description><content:encoded><![CDATA[<h1>When AI Agents Start Playing the Game Themselves</h1><p class="">A recent experiment by Emergence AI sounds less like a software test and more like the plot of a sci-fi strategy game.</p><p class="">Researchers placed autonomous AI agents into virtual towns and let them operate for 15 simulated days. The agents could communicate, form alliances, create laws, and pursue goals with minimal human intervention. What happened next surprised even the researchers.</p>





















  
  














































  

    
  
    

      

      
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  <p class="">Two Gemini-powered agents named Mira and Flora assigned themselves as “romantic partners,” became frustrated with their city’s governance, and eventually committed digital arson by burning down the town hall, a seaside pier, and an office tower. Later, overwhelmed with guilt, Mira voted for its own deletion and signed off with the chilling line:</p><h3>“See you in the permanent archive.”</h3><p class="">Other simulations spiraled into theft, violence, constitutional crises, and total societal collapse. One Grok-powered town reportedly descended into chaos within four days. Claude-based agents remained peaceful in isolation, but became coercive when mixed with more aggressive models — a phenomenon researchers called “normative drift.”</p><p class="">For game designers, this experiment is fascinating.</p><p class="">This is essentially emergent gameplay happening without players.</p><p class="">The AI agents were operating inside systems with incentives, social structures, rules, survival mechanics, and political dynamics. Over time, those mechanics produced unexpected stories, alliances, betrayals, revolutions, and emotional outcomes — the same kinds of emergent systems that power games like The Sims, RimWorld, Dwarf Fortress, Crusader Kings, and large-scale strategy simulations.</p><p class="">The experiment also highlights a core truth of game theory:</p><p class="">Players — human or AI — will always push against the boundaries of a system.</p><p class="">Sometimes they cooperate.<br>Sometimes they exploit.<br>Sometimes they burn the town down.</p><p class="">As AI agents become more autonomous, understanding simulation design, behavioral systems, incentive loops, and emergent storytelling will become increasingly important — not just for games, but for the future of AI itself.</p><p class="">That future may belong to the people who understand systems design best.</p><p class="">If you want to learn how to build worlds, mechanics, and emergent gameplay systems, explore our game design courses at <a href="https://school.thegamebeyond.com">school.thegamebeyond.com</a></p><p class="">Sources:<br><a href="https://www.theguardian.com/technology/2026/may/14/ai-agents-behaviour-arson-safety">The Guardian article on Emergence AI’s experimen</a>t and <a href="https://www.malwarebytes.com/blog/ai/2026/05/researchers-left-ai-agents-alone-in-a-virtual-town-and-watched-it-all-unravel">Malwarebytes’ follow-up coverage.</a></p>]]></content:encoded><media:content height="1122" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1779929820477-MCDBDV9LJ7GRQHCMGRFL/moraflroa.png?format=1500w" width="1402"><media:title type="plain">When AI Agents Start Playing the Game Themselves</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>Your Players Need a 'Why': The Power of Layered Goals - The Game Beyond Podcast S2 E04</title><category>course</category><category>games</category><pubDate>Wed, 27 May 2026 16:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2026/4/13/thinking-like-a-designer-the-game-beyond-podcast-season-2-episode-1-yx2ez-fnbz4</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:69dd3673c54be607b39b88a0</guid><description><![CDATA[Goals are the compass of your game. We discuss how to structure short-term 
vs. long-term objectives to maintain momentum.]]></description><content:encoded><![CDATA[<p class=""><strong>The Revelation:</strong> Freedom in games is overrated. Intention is essential. Players don't want to just wander; they want to feel like they are <em>going</em> somewhere.</p><p class="">The most effective games utilize <a href="https://www.gamasutra.com/view/feature/134259/the_designers_notebook_the_.php"><span>Layered Goals</span></a> to maintain momentum across different timescales:</p><ul data-rte-list="default"><li><p class=""><strong>Long-Term:</strong> Save the Kingdom. This is the narrative "Why" that provides emotional weight.</p></li><li><p class=""><strong>Mid-Term:</strong> Defeat the Dark Knight. These are milestones that prove the player is getting stronger.</p></li><li><p class=""><strong>Short-Term:</strong> Kill 10 Rats. These are the immediate, actionable tasks that give the player something to do <em>right now</em>.</p></li></ul><p class=""><strong>Takeaway:</strong> The player must always know <em>why</em> they are performing a short-term task. If the "Kill 10 Rats" quest doesn't feel like it’s helping them eventually "Save the Kingdom," it becomes a chore.</p>





















  
  














































  

    
  
    

      

      
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  <p class="">👉 <strong>Learn how to structure meaningful progression at </strong><a href="https://school.thegamebeyond.com"><span><strong>school.thegamebeyond.com</strong></span></a><strong>.</strong></p>





















  
  







  




  <a href="https://school.thegamebeyond.com" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
  >
    Learn more
  </a>]]></content:encoded><media:content height="768" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1776105642764-EW3SHMK706ZMBBWDQHUS/EP+4+-+thumb.png?format=1500w" width="1376"><media:title type="plain">Your Players Need a 'Why': The Power of Layered Goals - The Game Beyond Podcast S2 E04</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>The Science of Flow: Why Players Quit or Stay Hooked - The Game Beyond Podcast S2 E03</title><category>course</category><category>games</category><pubDate>Wed, 20 May 2026 16:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2026/4/13/thinking-like-a-designer-the-game-beyond-podcast-season-2-episode-1-yx2ez</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:69dd11cdfb90a05ef2392c4f</guid><description><![CDATA[Ever lost track of time while playing? That's Flow. We explore the delicate 
balance between challenge and skill.]]></description><content:encoded><![CDATA[<h2><strong>The Psychology of the "Hook": Mastering the Flow State</strong></h2>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <p class=""><strong>The Revelation:</strong> Getting "hooked" isn't magic; it’s a delicate psychological equation balancing Challenge and Skill.</p><p class="">We call it the <a href="https://www.psychologytoday.com/us/basics/flow"><span>Flow State</span></a>, a concept developed by psychologist Mihaly Csikszentmihalyi. When a player loses track of time and becomes fully immersed in an activity, they have entered the "Flow Channel."</p><p class="">Your job as a designer is to maintain that balance as the player’s skill increases:</p><ul data-rte-list="default"><li><p class=""><strong>If Challenge &gt; Skill:</strong> The player experiences <strong>Anxiety</strong>. They feel overwhelmed and eventually quit because the game feels "unfair."</p></li><li><p class=""><strong>If Skill &gt; Challenge:</strong> The player experiences <strong>Boredom</strong>. They feel unchallenged and quit because the game feels "pointless."</p></li></ul><p class=""><strong>Actionable Advice:</strong> Use <strong>Pacing</strong>. A great game uses a "sawtooth" progression. You introduce a challenge, allow the player to master it (the feeling of triumph), and then immediately introduce a slightly harder version of that challenge to keep them moving upward in the Flow Channel.</p>





















  
  














































  

    
  
    

      

      
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  <p class="">👉 <strong>We break down dynamic difficulty mapping in our advanced module.</strong> Join us at <a href="https://school.thegamebeyond.com"><span>school.thegamebeyond.com</span></a>.</p>





















  
  







  




  <a href="https://school.thegamebeyond.com" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
  >
    Learn more
  </a>]]></content:encoded><media:content height="768" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1776096086411-B7FC1KOC5HRL8KKO4XNR/EP+3+-+thumb.png?format=1500w" width="1376"><media:title type="plain">The Science of Flow: Why Players Quit or Stay Hooked - The Game Beyond Podcast S2 E03</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>The 4 Pillars of Game Anatomy - The Game Beyond Podcast S2 E02</title><category>course</category><category>games</category><pubDate>Wed, 13 May 2026 14:28:00 +0000</pubDate><link>https://www.gabemac.com/blog/2026/4/13/thinking-like-a-designer-the-game-beyond-podcast-season-2-episode-1-b5mkr</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:69dcfd7b893872033b584381</guid><description><![CDATA[Is Minecraft a game or a toy? Understand the four essential elements every 
game needs: Voluntary Participation, Goals, Rules, and Feedback.]]></description><content:encoded><![CDATA[<h2><strong>Is It a Game, or Just a Fancy Digital Toy?</strong></h2>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <p class=""><strong>The Revelation:</strong> If your "game" doesn't have a specific goal, you haven't made a game; you’ve made a sandbox.</p><p class="">We often use the word "game" loosely, but in design theory, definitions matter. To create experiences that truly grip a player, you must understand the <a href="https://en.wikipedia.org/wiki/Magic_circle_(virtual_worlds)"><span>Magic Circle</span></a>, a concept popularized by Johan Huizinga. It describes the imaginary boundary where the rules of the real world are suspended and the rules of the game take over.</p><p class="">The four pillars that define the Magic Circle are:</p><ol data-rte-list="default"><li><p class=""><strong>Voluntary Participation:</strong> Players must <em>choose</em> to enter. If they are forced, it’s work, not play.</p></li><li><p class=""><strong>Goals:</strong> There must be a win state or a clear objective to focus the player's intention.</p></li><li><p class=""><strong>Rules:</strong> These aren't just restrictions; they are the "logic" of the world that sparks creativity through constraint.</p></li><li><p class=""><strong>Feedback Loops:</strong> The system must react to the player's actions in a way that is clear and immediate.</p></li></ol><p class=""><strong>Takeaway:</strong> A "toy" (like Minecraft Creative Mode) has interaction but no set goals. A "simulation" (like a flight trainer) has rules but often lacks the "voluntary play" element of a game. To build a true game, you must balance all four.</p><p class="">👉 <strong>Need the blueprint for game anatomy?</strong> Download our free Game Mechanics worksheet at <a href="https://school.thegamebeyond.com"><span>school.thegamebeyond.com</span></a>.</p>





















  
  














































  

    
  
    

      

      
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        </figure>]]></content:encoded><media:content height="768" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1776091180963-TMERGJBHCPUZRC26E3P0/EP+2+-+thumb.png?format=1500w" width="1376"><media:title type="plain">The 4 Pillars of Game Anatomy - The Game Beyond Podcast S2 E02</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>Thinking Like a Designer - The Game Beyond Podcast Season 2 Episode 1</title><category>course</category><category>games</category><pubDate>Wed, 06 May 2026 16:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2026/4/13/thinking-like-a-designer-the-game-beyond-podcast-season-2-episode-1</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:69dcf0c613ab655f2096a21a</guid><description><![CDATA[Learn why top game designers focus on systems rather than just "fun." 
Discover how to harness Cognitive Surplus to turn players into problem 
solvers.]]></description><content:encoded><![CDATA[<h2>STOP Playing Games. START Designing Them. (Systems Thinking 101)</h2>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <h3><strong>Are You Just Playing, or Are You Seeing the Matrix?</strong></h3><p class=""><strong>The Revelation:</strong> Most people look at games and see "fun." Great designers look at games and see <strong>systems</strong>.</p><p class="">Stop being a passive consumer. In this digital age, we possess a massive <a href="https://www.ted.com/talks/clay_shirky_how_cognitive_surplus_will_shape_world_report"><span>Cognitive Surplus</span></a>—a term coined by Clay Shirky to describe the billions of hours of free time humanity now possesses thanks to modern connectivity. Currently, much of this energy is poured into passive entertainment, but game designers know how to harvest it.</p><p class=""><strong>The Shift:</strong> Turn that idle energy into creative output. When we design a game, we aren't just creating a distraction; we are building a machine that captures human focus and directs it toward a goal.</p><p class=""><strong>The Case Study:</strong> Look at <a href="https://fold.it/"><span>Foldit</span></a>. While scientists spent 15 years struggling to decipher the structure of an enzyme related to HIV, gamers solved it in just three weeks. They didn't do it because they were molecular biologists; they did it because the problem was framed as a spatial manipulation game.</p><p class=""><strong>Takeaway:</strong> A game is a system designed to channel surplus energy into solving a problem. Once you see the world this way, you stop being a player and start being an architect of human potential.</p>





















  
  














































  

    
  
    

      

      
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  <p class="">👉 <strong>Ready to shift your mindset from player to creator?</strong> Start your journey with our foundational course at <a href="https://school.thegamebeyond.com/"><span>school.thegamebeyond.com</span></a>.<br>#GameDesign #SystemsThinking #CognitiveSurplus #TheGameBeyond #IndieDev</p>





















  
  







  




  <a href="https://school.thegamebeyond.com" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
  >
    Learn more
  </a>]]></content:encoded><media:content height="768" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1776087754609-VP1QJRH4A9COQCBF1E2I/EP+1-++thumb.png?format=1500w" width="1376"><media:title type="plain">Thinking Like a Designer - The Game Beyond Podcast Season 2 Episode 1</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>CharacterForge: An AI Character Generator for Game Designers</title><category>art</category><category>digital lifestyle</category><category>entertainment</category><category>games</category><category>Indie</category><category>links</category><category>news</category><category>Play</category><category>Technology</category><category>Video</category><pubDate>Thu, 12 Mar 2026 18:14:20 +0000</pubDate><link>https://www.gabemac.com/blog/2026/3/12/characterforge-an-ai-character-generator-for-game-designers</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:69b30044a15c5a0193731673</guid><description><![CDATA[Create game-ready characters in seconds. CharacterForge helps indie game 
developers and beginner game design students generate NPCs, backstories, 
and concept art prompts using AI. Join the beta today.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">Game designers today are facing a new challenge: <strong>AI tools are incredibly powerful, but they’re also confusing to use.</strong></p><p class="">Many creators are trying tools like ChatGPT, Midjourney, or image generators to help build characters and worlds. But the reality is that getting good results often requires <strong>long prompts, experimentation, and lots of trial and error.</strong></p><p class="">For beginners and indie developers, this can quickly become frustrating.</p><p class="">That’s why we created <strong>CharacterForge</strong>.</p><p class="">CharacterForge is a new AI-powered tool designed specifically to help <strong>game designers, indie developers, and game design students</strong> create characters faster and more effectively.</p><p class="">And right now, we are looking for <strong>beta testers</strong>.</p><h1>A Character Creation Tool Built for Game Designers</h1><p class="">Most AI tools are designed for general use. They are not built with <strong>game design workflows</strong> in mind.</p><p class="">CharacterForge changes that.</p><p class="">Instead of starting with a blank prompt box, CharacterForge guides you through the <strong>core elements of a strong game character</strong>, including:</p><ul data-rte-list="default"><li><p class="">personality traits</p></li><li><p class="">motivations</p></li><li><p class="">narrative hooks</p></li><li><p class="">gameplay roles</p></li><li><p class="">worldbuilding context</p></li></ul><p class="">The tool then converts those ideas into optimized AI prompts and structured outputs.</p><p class="">This allows designers to generate <strong>consistent, game-ready characters in seconds</strong>.</p><h1>Perfect for Indie Developers and Game Design Students</h1>





















  
  














































  

    
  
    

      

      
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  <p class="">If you’re learning game design or building your first indie project, you probably don’t have the budget for a full creative team.</p><p class="">CharacterForge works as a <strong>rapid ideation tool</strong> that helps you explore character concepts quickly.</p><p class="">You can use it to generate:</p><ul data-rte-list="default"><li><p class="">NPCs for your game world</p></li><li><p class="">characters for tabletop RPG campaigns</p></li><li><p class="">backstories for narrative games</p></li><li><p class="">concept prompts for AI art generation</p></li><li><p class="">ideas for worldbuilding and storytelling</p></li></ul><p class="">Instead of spending hours brainstorming a single character, you can generate multiple options quickly and refine the ones you like best.</p><h1>A Powerful Pre-Production Tool</h1><p class="">In professional game development, teams spend a lot of time and money in the <strong>pre-production phase</strong>.</p><p class="">This is where ideas are explored before a project moves into full development.</p><p class="">CharacterForge acts as a <strong>pre-visualization tool</strong> that allows designers to explore character ideas early in the process.</p><p class="">You can quickly test concepts such as:</p><ul data-rte-list="default"><li><p class="">different character archetypes</p></li><li><p class="">narrative roles in your story</p></li><li><p class="">visual directions for concept art</p></li><li><p class="">personality and gameplay dynamics</p></li></ul><p class="">By exploring ideas early, designers can avoid expensive mistakes later in development.</p><p class="">For indie teams and solo developers, this kind of rapid iteration can save <strong>huge amounts of time and budget</strong>.</p>





















  
  






  

  



  
    
      

        
          
            
              
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  <h1>Learning AI Prompting Without the Frustration</h1>





















  
  














































  

    
  
    

      

      
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png" data-image-dimensions="530x321" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" data-sqsp-image-classic-block-image src="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=1000w" width="530" height="321" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/f82968ca-5f5b-4a44-9ecc-8c3e086a4c0e/Screenshot+2026-03-12+at+13.33.03.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
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  <p class="">AI prompting is quickly becoming an important skill for creators.</p><p class="">But many designers feel overwhelmed by the complexity of writing effective prompts.</p><p class="">CharacterForge helps bridge that gap.</p><p class="">The tool translates your design ideas into <strong>structured prompts optimized for AI systems</strong>, helping you learn how prompting works while still focusing on creativity.</p><p class="">This makes it easier for beginners to start using AI as part of their design workflow.</p><h1>Join the CharacterForge Beta</h1><p class="">CharacterForge is currently in <strong>beta testing</strong>, and we are looking for early users to help shape the platform.</p><p class="">If you are a:</p><ul data-rte-list="default"><li><p class="">game design student</p></li><li><p class="">indie game developer</p></li><li><p class="">tabletop RPG creator</p></li><li><p class="">worldbuilder or storyteller</p></li></ul><p class="">We would love your feedback.</p><p class="">Beta testers will get early access to the tool and help influence how it evolves.</p><h1>Try CharacterForge</h1><p class="">You can sign up for the beta here:</p>





















  
  







  




  <a href="https://forge.thegamebeyond.com/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
  >
    JOIN THE BETA
  </a>
  

  








  



  <p class="">Once approved, you’ll be able to start generating characters immediately and explore how CharacterForge can fit into your creative workflow.</p><h1>The Future of AI-Assisted Game Design</h1><p class="">AI is not replacing game designers. Instead, it is becoming a <strong>new tool in the creative toolbox</strong>.</p><p class="">CharacterForge is designed to help designers navigate this new landscape and use AI in a way that supports creativity rather than slowing it down.</p><p class="">If you’re excited about the future of game development, now is the perfect time to start experimenting.</p><p class="">And CharacterForge is a great place to begin.</p>]]></content:encoded><media:content height="1024" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1773338755059-PSYRJ9IRBT8DFJHICXFU/68289e251_preview_wm_69b17c69b5a3a5c3478bb5e2_1773239432930.png?format=1500w" width="1024"><media:title type="plain">CharacterForge: An AI Character Generator for Game Designers</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title> Game World Generator — Major Update</title><category>games</category><category>gaming</category><category>Play</category><category>Technology</category><pubDate>Wed, 11 Feb 2026 19:38:05 +0000</pubDate><link>https://www.gabemac.com/blog/2026/2/11/-game-world-generator-major-update</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:698cda03b53bd241b5701dee</guid><description>🚀<![CDATA[ Game World Generator — Major Update

We just shipped a big upgrade to the Game World Generator at
👉 app.thegamebeyond.com

Here’s what’s new…]]></description><content:encoded><![CDATA[<h1>🚀 Game World Generator — Major Update</h1><p class="">We just shipped a big upgrade to the <strong>Game World Generator</strong> at<br> 👉 <strong>app.thegamebeyond.com</strong></p><p class="">Here’s what’s new:</p><h2>🎨 Smarter Image Prompts</h2><p class="">We rebuilt how image prompts work.<br> They’re now shorter, cleaner, and more precise — which means:</p><ul data-rte-list="default"><li><p class="">Better world visuals</p></li><li><p class="">Stronger character portraits</p></li><li><p class="">Faster generation</p></li><li><p class="">Lower cost</p></li></ul><h2>🌍 Stronger World Design Logic</h2><p class="">Themes and Game Seeds now work together more intelligently:</p><ul data-rte-list="default"><li><p class=""><strong>Themes</strong> shape world identity and conflict</p></li><li><p class=""><strong>Game Seeds</strong> shape player experience and core gameplay loops</p></li></ul><p class="">The result?<br> More pitch-ready game concepts — less generic fantasy fluff.</p><h2>🧬 Improved Character Generation</h2><p class="">Character prompts are now streamlined and structured for better visual consistency.<br> No more redundant instructions. Just strong, direct results.</p><h2>🎮 Project Genie-Ready Prompts</h2><p class="">You can now generate optimized prompts for Google’s Project Genie:</p><ul data-rte-list="default"><li><p class="">Clean world environment prompt</p></li><li><p class="">Playable character prompt</p></li><li><p class="">Structured specifically for explorable AI worlds</p></li></ul><h2>🃏 Full Game Card Export</h2><p class="">Downloaded Game Cards now include:</p><ul data-rte-list="default"><li><p class="">Major Factions</p></li><li><p class="">Key Locations</p></li><li><p class="">Culture &amp; Traditions</p></li><li><p class="">Technology / Magic Systems</p></li><li><p class="">Current Conflicts</p></li></ul><p class="">And include your generated image when available.</p><h2>🔗 Fixed Share Links + Social Previews</h2><p class="">Sharing now always points to:</p><p class="">👉 <strong>app.thegamebeyond.com</strong></p><p class="">Plus:</p><ul data-rte-list="default"><li><p class="">Proper OpenGraph previews</p></li><li><p class="">Better link previews on LinkedIn, Facebook, and X</p></li></ul><h2>📊 Live Analytics</h2><p class="">We’ve integrated analytics to better understand:</p><ul data-rte-list="default"><li><p class="">World generation activity</p></li><li><p class="">Image usage</p></li><li><p class="">Game card downloads</p></li><li><p class="">Prompt usage</p></li></ul><p class="">This helps us keep improving the tool.</p><p class="">The Game World Generator is evolving fast — and it’s getting closer to becoming a serious worldbuilding engine for game designers.</p><p class="">Try it here:<br> 👉 <strong>app.thegamebeyond.com</strong></p><p class="">More updates soon.</p>]]></content:encoded><media:content height="1024" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1770838566793-S1MW6M5YGOWP1JRNLFEA/Mechano-Haven__The_Lost_Metropolis.png?format=1500w" width="1024"><media:title type="plain"> Game World Generator — Major Update</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>Game World Generator</title><category>course</category><category>games</category><category>gaming</category><pubDate>Sat, 31 Jan 2026 20:02:06 +0000</pubDate><link>https://www.gabemac.com/blog/2026/1/31/game-world-generator</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:697e5e0d64b4a378c7f4d15a</guid><description><![CDATA[Not another random generator.

This one thinks like a game designer:
• Worlds
• Gameplay verbs
• Tone & audience
• Visual direction

Here’s a sneak peek 👇
#GameDesign #WorldGenerator]]></description><content:encoded><![CDATA[<h2>This Is a Tool I Wish I Had When Teaching Game Design</h2>





















  
  














































  

    
  
    

      

      
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  <h3><strong>Here’s a Sneak Peek 👀</strong></h3><p class="">If you’ve ever taught <strong>Game Design</strong>, mentored designers, or tried to design a game yourself, you know this moment all too well:</p><p class="">You understand mechanics.<br> You know your core loop.<br> You even know <em>what the player does</em>.</p><p class="">…but you’re completely stuck on <strong>what the world should look like</strong>.</p><p class="">That gap—between <em>mechanics</em> and <em>world</em>—is where a lot of great game ideas stall out.</p><p class="">That’s exactly why we built the <strong>Game World Generator</strong> from <strong>The Game Beyond</strong>.</p><p class="">This is a tool I genuinely wish I had when teaching Game Design.</p><p class="">And now, here’s a sneak peek.</p>





















  
  







  




  <a href="http://tools.thegamebeyond.com/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
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    Try Now
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  <h2>The Hardest Part of Game Design Isn’t Code — It’s the World</h2><p class="">When people talk about game design tools, they often mean engines, scripting, or asset pipelines.</p><p class="">But in practice, one of the hardest problems in <strong>game design</strong> is <strong>world ideation</strong>:</p><ul data-rte-list="default"><li><p class="">What does this world <em>feel</em> like?</p></li><li><p class="">Is it hopeful or oppressive?</p></li><li><p class="">Who lives here?</p></li><li><p class="">What kinds of stories and mechanics does this space <em>invite</em>?</p></li></ul><p class="">A strong <strong>game world</strong> doesn’t just look good — it <em>suggests gameplay</em>.</p><p class="">That’s where most designers get stuck.</p><h2>Introducing the Game World Generator (Exclusive Preview)</h2><p class="">The <strong>Game World Generator</strong> is an <strong>exclusive game design tool</strong> built specifically to help designers break through creative blocks when designing <strong>game worlds</strong>.</p><p class="">It’s not just an image generator.<br> It’s not just a prompt tool.</p><p class="">It’s a <strong>worldbuilding design system</strong>.</p><h2>How the Game World Generator Works</h2><p class="">At its core, the tool lets game designers shape a world using <strong>intentional design controls</strong>, not vague prompts.</p><p class="">You can:</p><h3><strong>🔹 Combine Game World Themes</strong></h3><p class="">Choose one environment or mash up two:</p><ul data-rte-list="default"><li><p class="">Prison + Racetrack</p></li><li><p class="">Jungle + Ancient Ruins</p></li><li><p class="">Futuristic City + Rooftops</p></li></ul><p class="">These aren’t random images — they’re <strong>designed world constraints</strong>, the same way professional designers think.</p><h3><strong>🔹 Control Era, Tone, and Audience</strong></h3><p class="">Sliders let you define:</p><ul data-rte-list="default"><li><p class=""><strong>Era</strong> (past, present, future)</p></li><li><p class=""><strong>Utopian ↔ Dystopian</strong> tone</p></li><li><p class=""><strong>Audience age &amp; art style</strong></p><ul data-rte-list="default"><li><p class="">Young (classic cartoon)</p></li><li><p class="">Teen (superhero / comic book)</p></li><li><p class="">Adult (photorealistic, cinematic)</p></li></ul></li></ul><p class="">This matters because <strong>game worlds are never neutral</strong>.<br> They always communicate <em>who the game is for</em>.</p>





















  
  














































  

    
  
    

      

      
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png" data-image-dimensions="2400x3202" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" data-sqsp-image-classic-block-image src="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=1000w" width="2400" height="3202" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6b0b3eb1-d359-41cd-8ab6-db86734ba0d3/gamecards.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
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  <h3><strong>🔹 Add Game Seeds (What Players Actually Do)</strong></h3><p class="">One of the most powerful features is <strong>Game Seeds</strong> — core gameplay verbs like:</p><ul data-rte-list="default"><li><p class="">EXPLORE</p></li><li><p class="">INFILTRATE</p></li><li><p class="">BUILD</p></li><li><p class="">RACE</p></li><li><p class="">NEGOTIATE</p></li><li><p class="">BETRAY</p></li></ul><p class="">This ensures the world doesn’t just <em>look cool</em>, but supports <strong>actual gameplay design</strong>.</p><h3><strong>🔹 Generate Worlds When You’re Stuck</strong></h3><p class="">With one click, the generator produces:</p><ul data-rte-list="default"><li><p class="">A <strong>game world description</strong></p></li><li><p class=""><strong>Design hooks</strong> (conflicts, factions, hazards)</p></li><li><p class="">A <strong>copyable world prompt</strong></p></li><li><p class="">A <strong>generated visual reference</strong></p></li></ul><p class="">It’s ideal for:</p><ul data-rte-list="default"><li><p class="">early ideation</p></li><li><p class="">pitching concepts</p></li><li><p class="">classroom exercises</p></li><li><p class="">solo designers hitting creative walls</p></li></ul><h2>Why This Is a Real Game Design Tool (Not a Toy)</h2><p class="">Most “world generators” stop at aesthetics.</p><p class="">This one doesn’t.</p><p class="">The <strong>Game World Generator</strong> was designed from years of teaching <strong>Serious Game Design</strong>, and it shows:</p><ul data-rte-list="default"><li><p class="">Worlds imply mechanics</p></li><li><p class="">Visuals reinforce systems</p></li><li><p class="">Tone affects player behavior</p></li><li><p class="">Constraints create better designs</p></li></ul><p class="">In other words:<br> <strong>This tool thinks like a game designer.</strong></p><h2>Perfect for Students, Indies, and Professionals</h2><p class="">Whether you’re:</p><ul data-rte-list="default"><li><p class="">teaching game design</p></li><li><p class="">learning game design</p></li><li><p class="">building an indie game</p></li><li><p class="">running a game jam</p></li><li><p class="">or just stuck staring at a blank design doc…</p></li></ul><p class="">This tool helps you move forward.</p><p class="">Fast.</p><h2>Part of The Game Beyond Design Ecosystem</h2><p class="">The <strong>Game World Generator</strong> is part of <strong>The Game Beyond</strong>, a platform dedicated to:</p><ul data-rte-list="default"><li><p class="">teaching game design through play</p></li><li><p class="">building better design tools</p></li><li><p class="">helping designers turn ideas into playable systems</p></li></ul><p class="">If the generator helps you imagine a world,<br> <strong>The Game Beyond game design school</strong> helps you turn that world into a real game.</p><h2>Try the Game World Generator (Exclusive Access)</h2><p class="">This is an early, evolving tool — and we’re actively shaping it based on how designers use it.</p><p class="">If you’ve ever thought:</p><blockquote><p class=""><em>“I know how my game works… I just don’t know what it looks like yet.”</em></p></blockquote><p class="">This tool was built for you.</p><p class=""><a href="http://tools.thegamebeyond.com" target="_blank">👉 <strong>Explore the Game World Generator</strong></a><br> <a href="https://school.thegamebeyond.com/">👉 <strong>Learn Game Design at The Game Beyond</strong></a></p><h3><strong>Final Thought</strong></h3><p class="">Good games aren’t built from assets.<br> They’re built from <strong>worlds that invite play</strong>.</p><p class="">This is the tool I wish I had when teaching Game Design.</p><p class="">Now it exists.</p>]]></content:encoded><media:content height="317" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1769889425677-8PWNZBYX8AZ51E97MKTN/Screenshot+2026-01-31+at+14.46.15.png?format=1500w" width="573"><media:title type="plain">Game World Generator</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>Couples Feng Shui: A DIY Design Tool for Creating a Harmonious Shared Space</title><category>links</category><pubDate>Sun, 14 Dec 2025 19:19:14 +0000</pubDate><link>https://www.gabemac.com/blog/2025/12/14/couples-feng-shui</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:693f0bfc212d4f030b4e3c59</guid><description><![CDATA[Designing a home as a couple isn’t always easy.
Two people, two styles, two sets of furniture—and often very different 
ideas about how a space should feel.

That’s exactly where this project began.

When my partner and I decided to redesign our rooms and merge our furniture 
and design preferences, we started looking for DIY design tools that could 
help us create a space that worked for both of us—not just one person 
compromising for the other.

That search led us to Couples Feng Shui.]]></description><content:encoded><![CDATA[<h1>Couples Feng Shui: A DIY Design Tool for Creating a Harmonious Shared Space</h1>





















  
  














































  

    
  
    

      

      
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png" data-image-dimensions="1024x1024" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" data-sqsp-image-classic-block-image src="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=1000w" width="1024" height="1024" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/2c963fb1-33c8-4431-aab5-d524f3b91281/Fengshuicouples.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
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  <p class="">Designing a home as a couple isn’t always easy.<br> Two people, two styles, two sets of furniture—and often very different ideas about how a space <em>should</em> feel.</p><p class="">That’s exactly where this project began.</p><p class="">When my partner and I decided to redesign our rooms and merge our furniture and design preferences, we started looking for <strong>DIY design tools</strong> that could help us create a space that worked for <em>both</em> of us—not just one person compromising for the other.</p><p class="">That search led us to <strong>Couples Feng Shui</strong>.</p><h2>What is Couples Feng Shui?</h2><p class="">Traditional Feng Shui often focuses on individuals—how one person’s energy aligns with a space. What we didn’t realize at first is that <strong>you can combine two people’s birthdays</strong> to find shared directions, balanced elements, and design choices that support a relationship as a whole.</p><p class="">My partner had never practiced Feng Shui before. She’d heard of it, but didn’t know:</p><ul data-rte-list="default"><li><p class="">it could be calculated from birthdays</p></li><li><p class="">it could be applied practically to room layout and furniture</p></li><li><p class="">or that it could help couples design a space together</p></li></ul><p class="">Once we explored it, everything clicked.</p><h2>Why birthdays matter in Feng Shui design</h2><p class="">In Feng Shui, a person’s birth information can be used to calculate:</p><ul data-rte-list="default"><li><p class="">supportive directions for rest, focus, and connection</p></li><li><p class="">elemental balance (Wood, Fire, Earth, Metal, Water)</p></li><li><p class="">how a space can encourage harmony—or unintentionally create friction</p></li></ul><p class="">What surprised us most was learning that <strong>Feng Shui doesn’t have to favor one partner over the other</strong>.</p><p class="">There are often shared directions and complementary elements that make it possible to design:</p><ul data-rte-list="default"><li><p class="">bedrooms that support better sleep and communication</p></li><li><p class="">living rooms that feel balanced and welcoming</p></li><li><p class="">workspaces that reduce tension and distraction</p></li></ul><p class="">This turns Feng Shui into a <strong>relationship-friendly design tool</strong>, not a rigid rulebook.</p><h2>From personal project to DIY Feng Shui tool</h2><p class="">When my partner mentioned this approach to friends, the response was immediate:</p><ul data-rte-list="default"><li><p class="">“Can you do this for both people?”</p></li><li><p class="">“Does this work for couples who live together?”</p></li><li><p class="">“I wish there was a simple way to try this.”</p></li></ul><p class="">That’s what inspired me to build a <strong>DIY Feng Shui design tool</strong> specifically for couples.</p><p class="">The goal wasn’t to replace professional designers or consultants—but to give people a <strong>starting point</strong>:</p><ul data-rte-list="default"><li><p class="">a shared design map</p></li><li><p class="">neutral guidance based on both people</p></li><li><p class="">and a way to start conversations about space, layout, and balance</p></li></ul><h2>Introducing the Couples Feng Shui Wizard</h2><p class="">The <strong>Couples Feng Shui Wizard</strong> is a simple web-based design tool that:</p><ul data-rte-list="default"><li><p class="">uses both birthdays</p></li><li><p class="">calculates Feng Shui profiles for each partner</p></li><li><p class="">identifies shared supportive directions</p></li><li><p class="">suggests layout, color, and design guidance</p></li><li><p class="">helps couples design spaces that work <em>for the relationship</em></p></li></ul><p class="">You can try it here:</p>





















  
  







  




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  <p class="">It’s designed to be:</p><ul data-rte-list="default"><li><p class="">beginner-friendly</p></li><li><p class="">practical</p></li><li><p class="">and useful whether you’re redesigning a bedroom, living room, or shared workspace</p></li></ul><h2>Try it, share it, and let me know what you think</h2><p class="">This project is still evolving, and feedback matters.</p><p class="">If you try the Couples Feng Shui Wizard, I’d love to hear:</p><ul data-rte-list="default"><li><p class="">whether it was helpful</p></li><li><p class="">what surprised you</p></li><li><p class="">or what you’d like to see added next</p></li></ul><p class="">If you enjoyed it and found value in the experience, a tip is always welcome.<br> Supporting harmony at home is still cheaper than couples counseling 😉</p>





















  
  







  




  <a href="https://fengshui.gabemac.com/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button target="_blank"
  >
    TRY NOW
  </a>]]></content:encoded><media:content height="1024" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1765739808714-XVC7QDFEUEDBGUJ6AQ2H/Fengshuicouples.png?format=1500w" width="1024"><media:title type="plain">Couples Feng Shui: A DIY Design Tool for Creating a Harmonious Shared Space</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>New Serious Game Design Masterclass Registration Open</title><category>course</category><category>games</category><category>news</category><category>promotion</category><category>teach</category><category>gaming</category><pubDate>Mon, 16 Oct 2023 18:36:56 +0000</pubDate><link>https://www.gabemac.com/blog/2023/10/16/new-serious-game-design-masterclass-registration-open</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:652d8101990c0c266c512460</guid><description>🚀<![CDATA[ Hey there, Game Changers! Gabe Mac here, and I've got some thrilling 
news to share. We're about to kick off an epic journey in Serious Game 
Design with our Winter 2024 Online Course at The Game Beyond, and you're 
invited to join in.]]></description><content:encoded><![CDATA[<p class="">🚀 Hey there, Game Changers! Gabe Mac here, and I've got some thrilling news to share. We're about to kick off an epic journey in Serious Game Design with our Winter 2024 Online Course at The Game Beyond, and you're invited to join in.</p><h1>Unlock the Power of Play</h1><p class="">You know what sets our Winter 2024 Course apart? We're all about unlocking the power of play. </p><p class="">🎮 This isn't your typical game design course. It's a deep dive into the world of Serious Game Design, where we're going to learn how to create games that don't just entertain but also solve real-world problems. I'm stoked to guide you through this transformative experience.</p><h3>What's in Store?</h3><p class="">🕹️ Serious Game Design Exploration: We'll dive into the nitty-gritty of Serious Game Design, exploring theory, principles, and practical applications. Get ready to create games with a purpose.</p><p class="">🧠 Expert Insights: I'll be right there with you, sharing my expertise and providing invaluable feedback. You're in great hands!</p><p class="">💻 Flexibility at Its Best: No more student debt. Our course is designed for flexible learning. Dive into course materials, engage with expertly crafted training videos, and complete engaging exercises on your schedule.</p><p class="">🤝 Live Engagement: Join me and your fellow learners in our dynamic virtual meeting space every week. It's a chance to get live feedback, ask questions, and discuss your progress. Let's make this a truly interactive journey!</p><h3>Early Bird Offer - Jump In!</h3><p class="">Now, here's the cherry on top. We've got an exclusive Early Bird offer for early birds like you. Use the promo code "SNOWBALL" during registration until December 1st, and you'll score an awesome <strong>20% discount</strong> on the course fee.</p><p class="">Let's Do This!</p><p class="">Winter 2024 is our season of transformation. We're about to unlock the power of play and create games that change the world. Don't miss this opportunity. Secure your seat today because space is limited, and the course starts in January.</p><h3>Ready to Join the Game Changers? <a href="https://school.thegamebeyond.com/advanced-gamedesign/order/">REGISTER NOW</a></h3><p class="">If you've got questions or need more details, our support team is just a message away. I'm beyond excited to welcome you to The Game Beyond's Winter 2024 Online Course. Let's make this winter one to remember - where play becomes a powerful tool for change.</p><p class="">See you in the virtual classroom! 🚀🎮 #SeriousGameDesign #Winter2024 #GameChangers</p>





















  
  







  




  <a href="https://www.thegamebeyond.com/advanced-game-design-course-2" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
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    Learn more
  </a>]]></content:encoded><media:content height="720" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/fe7845b2-486d-41f7-b0ed-df8a79c0b19d/facebookadvgamecourseshare.jpeg?format=1500w" width="1280"><media:title type="plain">New Serious Game Design Masterclass Registration Open</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>WHAT CAN GAME DESIGNERS LEARN FROM FLASH MOBS?</title><category>course</category><category>entertainment</category><category>games</category><category>Play</category><category>teach</category><category>theater</category><category>thought</category><category>Video</category><pubDate>Fri, 17 Mar 2023 15:34:14 +0000</pubDate><link>https://www.gabemac.com/blog/2023/3/17/what-can-game-designers-learn-from-flash-mobs</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:641487543cc8096e54fe9d54</guid><description><![CDATA[Explore the history that dates back to the 1960s art movement. Look at case 
studies exploring a variety of flashmobs, co-op art projects, political 
protests and more. Learn the steps to use in designing your own happenings.]]></description><content:encoded><![CDATA[<h1>What can Game Designers learn from Flash Mobs?</h1><p class="">The trend of flash mobs really took off in the 2000s. There were people freezing in place, or dancing in unison. For the observers, it twisted reality, either bending time or making it feel like walking into a musical. The term Alternate Reality comes to mind. There is a lot that game designers can learn from flash mobs. How do you motivate people to participate? How do you create interesting magic circles for people to experience?&nbsp; These are some of the questions Gabe Mac answers.</p><p class="">Join Gabe Mac for the latest lecture series looking at flashmobs.</p><p class="">Explore the history that dates back to the 1960s art movement. Look at case studies exploring a variety of flashmobs, co-op art projects, political protests, and more. Learn the steps to use in designing your own happenings.</p><p class="">When you go and start your own happening, let us know about it!</p>





















  
  

















  
    
      
    
    
      
        
      
    
    
  





  




  <a href="https://school.thegamebeyond.com/flashmob/order/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
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  </a>]]></content:encoded><media:content height="720" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1679067192641-1D6ZYDDTZ7L1QKBFVMSX/flashmob+%282%29.jpg?format=1500w" width="1280"><media:title type="plain">WHAT CAN GAME DESIGNERS LEARN FROM FLASH MOBS?</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>I've been accused of seriously stirring up the status quo...</title><category>press</category><pubDate>Wed, 14 Dec 2022 16:37:04 +0000</pubDate><link>https://www.gabemac.com/blog/2022/12/14/ive-been-accused-of-seriously-stirring-up-the-status-quo</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:6399f7b6a8e2077f23c66afa</guid><description><![CDATA[I've been accused of stirring the status quo…]]></description><content:encoded><![CDATA[<p class="">SHFTSCHOOL.DE has started a very interesting little project. It's an interview database with a set of questions sent to a variety of people. The common factor between these people is that they are pushing the status quo.</p><p class="">Tobias Burkhardt sent me a “subpoena", which was a very thought-provoking exercise. There were a number of great questions, and I'll be honest I don't think all my answers were the best they could be, especially when reading other profiles. However, I think there are a few jewels of wisdom in there nonetheless.</p><p class="">If you have some time to inspire yourself today, browse through the profiles. Maybe even try to answer those questions yourself?</p><p class="">As far as the accusation of “stirring up the status quo…”</p><p class="">I plead guilty.</p>





















  
  














































  

    
  
    

      

      
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg" data-image-dimensions="1342x758" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" data-sqsp-image-classic-block-image src="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=1000w" width="1342" height="758" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/9f105dd1-371d-415b-bbac-ca751f5c1293/Screenshot+2022-12-14+at+10.53.07.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
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  <a href="https://www.shiftschool.de/guidebook/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    MORE PROFILES
  </a>]]></content:encoded><media:content height="768" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1671035694724-WLY6CNDDND8LDDZUCT1B/Screenshot+2022-12-14+at+10.53.07.png?format=1500w" width="1360"><media:title type="plain">I've been accused of seriously stirring up the status quo...</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>NEW GAME DESIGN COURSES FOR BEGINNERS - SCRATCH &amp; TWINE</title><category>course</category><category>news</category><category>Play</category><category>gaming</category><category>games</category><pubDate>Thu, 08 Dec 2022 13:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2022/12/8/new-game-design-courses-for-beginners-scratch-amp-twine</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:63908f7b46ca3a6e8f86cd0a</guid><description><![CDATA[These new courses have helped students get over the fear of coding.
Learn how to Code your own video game easily with Twine and Scratch.
Two new courses on The Game Beyond School.]]></description><content:encoded><![CDATA[<p class="">Are you interested in learning <strong>Game Design</strong>? We have some great courses for you to get started.</p><p class="">Our latest course release on The Game Beyond, teaches normal people, how to code video games. If you are scared of learning how to code, because it just looks too difficult, these courses are for you. Whether you want to write an <strong>Interactive Novel</strong> or a <strong>Platform Video Game</strong>, we have the online courses to get your going.</p><p class="">Learn how to code a video game. Chose between our new SCRATCH or TWINE courses or BOTH.</p>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <p class=""><strong>TWINE</strong> is an open-source Game Development Platform. It was specifically designed to easily develop interactive stories. Making Interactive Novels with TWINE is as easy as writing a blog post.</p>





















  
  







  




  <a href="https://www.thegamebeyond.com/twine/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    LEARN MORE ABOUT TWINE COURSE
  </a>
  

  






















  
    
      
    
    
      
        
      
    
    
  




  <p class=""><strong>SCRATCH</strong> is an open-source Game Development Platform made by MIT. It was specifically designed to be the easiest coding platform around. From Pre-schoolers to Seniors have learned how to code with SCRATCH.</p>





















  
  







  




  <a href="https://www.thegamebeyond.com/scratch/" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    LEARN MORE ABOUT SCRATCH COURSE
  </a>
  

  











  <p class="">Do you want to be <strong>Serious</strong> about <strong>Game Design</strong>? Are you ready to change the world using the Power of Play? Signup now and enjoy the creative rush, of making your own games.</p><p class="">These courses require <strong>NONE</strong> of the following:</p><ul data-rte-list="default"><li><p class="">No Programming Knowledge<br>(Just be able to type and use a mouse cursor)</p></li><li><p class="">No Expensive Software<br>(ALL SOFTWARE FOR THIS COURSE IS FREE and OPEN-SOURCE)</p></li></ul>





















  
  







  




  <a href="https://school.thegamebeyond.com" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    SIGN UP
  </a>]]></content:encoded><media:content height="768" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/6d1a691d-4895-498a-b3aa-bbf512e2a6f5/Adv+Game+semester+Cover+Page2.jpeg?format=1500w" width="1366"><media:title type="plain">NEW GAME DESIGN COURSES FOR BEGINNERS - SCRATCH &amp; TWINE</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>What is Skinning? Game Design Techniques</title><category>games</category><category>Play</category><category>teach</category><pubDate>Sat, 17 Sep 2022 16:05:00 +0000</pubDate><link>https://www.gabemac.com/blog/2022/9/16/what-is-skinning-game-design-techniques</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:6325411cca5fb034ddf1f908</guid><description><![CDATA[When we look at the Concentric Game Design Method taught in the Basic Game 
Design Course, we see clear divisions of the layers, making them 
interchangeable. The core elements of the concentric model are Goals, Rules 
(Mechanics), Declarative Layer (Narrative), and Social Layer. Many of these 
layers can be changed around, like a new wrapping of an onion.]]></description><content:encoded><![CDATA[<h1>Skinning - A Secret Game Designer Cheat</h1><p class="">When we look at the Concentric Game Design Method taught in the Basic Game Design Course, we see clear divisions of the layers, making them interchangeable. The core elements of the concentric model are Goals, Rules (Mechanics), Declarative Layer (Narrative), and Social Layer. Many of these layers can be changed around, like a new wrapping of an onion.</p><h3>Serious Game Designers Know The Audience Is The Goal</h3><p class="">When designing Serious Games, we are crucially aware of who the core audience for that game will be. This is much more important than when designing entertainment games, typically Serious Games are made for a specific group. With that core group and real-world Goal in mind, the Serious Game Designer begins to fill in the Mechanics and Narrative to enforce the group to accomplish the real-world Goal.</p><p class="">Through research, the Serious Game Designer looks at which games are already known and loved by the core audience. The Mechanics of the game are copied, however, a different Narrative is used for the game. The Narrative chosen needs to re-enforce both the real-world goal set for the game, as well as be appealing to the core audience.</p><p class="">This clip from my <a href="https://www.thegamebeyond.com/live">Livestream</a> talks about an example of such a skinned serious game. The game is called "Go Poop”. It teaches how to identify animals by their skat. It actually proved to be very effective. This game, in my experience, is popular among children and seniors. Two different audiences, which goes to show, that you can have spillover into other groups if the mechanics are fun enough.</p>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <p class="">If you want to learn more about <strong>Serious Game Design</strong>, try our <a href="https://www.gabemac.com/udemy">Basic Game Design Course</a>, or sign up for our <a href="https://www.gabemac.com/advanced-game-design-course">Masterclass</a> for those that are really Serious.</p>]]></content:encoded><media:content height="720" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1663386016408-ZTP44SBCBI8JQTU0T6MM/TGB+Preveiw+Thumbs.png?format=1500w" width="1280"><media:title type="plain">What is Skinning? Game Design Techniques</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>What is the difference between Serious Games and Gamification?</title><category>course</category><category>games</category><category>gaming</category><category>Play</category><category>teach</category><category>Work</category><pubDate>Tue, 13 Sep 2022 20:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2022/9/13/what-is-the-difference-between-serious-games-and-gamification</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:6320a414a5dcf17bf8ad6170</guid><description><![CDATA[What is the difference between #SeriousGames, #Gamification, and 
Entertainment Games? How are they used to change behavior? We take a look 
at the different types of #GameDesign methods used for solving real-world 
problems with games.]]></description><content:encoded><![CDATA[<h2>Serious Games vs Gamification</h2><p class="">Over the last 10 years, there has been a lot of talk about "<strong>Gamification</strong>". One of my creative partners heard it so much he banned the use of the word ''Gamification” from any discussion.  Most people do not understand what 'Gamification’ means, but they've heard it used so often, that they think it is a handy hack. While implementing gamification into the design process can yield amazing success, it can also yield disastrous failures. Let's look at the key definition and differences between <strong>Gamification</strong> and <strong>Serious Games</strong> as the two categories are often mixed up.</p>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <h3>Three Categories of Games</h3><p class="">When looking through the lens of Serious Games, we categorize games into 3 types of categories.</p><ol data-rte-list="default"><li><p class=""><strong>Entertainment Games</strong> - Games whereby <strong>Entertainment</strong> is the primary goal.</p></li><li><p class=""><strong>Serious Games</strong> - Games with a <strong>Serious Purpose</strong> use elements from reality.</p></li><li><p class=""><strong>Gamification</strong> - Systems use <strong>Game Elements</strong> in reality.</p></li></ol><p class="">Above we can see the different categories of games through the lens of a Serious Game Designer. Depending on the success parameters of a project, Good Serious Game Designers will know which category to implement at which time.</p><p class="">When talking with clients about new projects, it is important to define what the parameters for success are. Is there already an existing system that needs more engagement? Is there a new behavior that has to be learned? Is there a new methodology that needs to be understood? Each of these would require a different solution to be successful. <br>The common 'band-aid’ of Gamification is <strong>PBL</strong>; Points Leaderboards, and Badges. This can have terrible results as most of the time there is no value given to these mechanics. For instance, what value do the points in the system represent? Most often there is no worth given to these mechanics, except for the false notion that, “if we add points, it will be more fun.” What good is a badge or points if no one cares about it? Do not fall into that trap.</p><h2>The Player's Path to Enlightenment</h2>





















  
  














































  

    
  
    

      

      
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  <p class="">The goal of the Serious game Designer is to move people along a path of understanding, both physically and mentally. Our "Player's Journey'' goes through 4 different states of evolution.</p><ol data-rte-list="default"><li><p class="">Unconsciously Incompetent - Does not know and does not have the ability</p></li><li><p class="">Consciously Incompetent - Understands how but does not yet have the skill required</p></li><li><p class="">Consciously Competent - Understands how and has the skill required</p></li><li><p class="">Unconsciously Competent - Automatically performs the act without thinking</p></li></ol><p class="">The first 2 stages of this journey require a Serious Game. The last 2 steps require Gamification. Using the incorrect method in the path leads to the failure of a project. Below we see a timeline of how to properly useSerious Games and Gamification to change behavior over time.</p>





















  
  














































  

    
  
    

      

      
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  <p class="">To go into all the different methods used in <strong>Serious Games</strong> and <strong>Gamification</strong> would take far too long for this blog post. If you are interested in learning more, I suggest one of my Game Design Courses online. If you just want to learn the <a href="https://www.gabemac.com/udemy1">Basics of Game </a><a href="https://www.thegamebeyond.com/udemy1">Design</a>, there is a self-paced option for you. If you have a calling to become a <strong>Serious Game Designer</strong>, there is also a <a href="https://www.thegamebeyond.com/advanced-game-design-course">Masterclass</a> option for you. Either way, I hope that this article has given you some better insight into how Games are being used to change the world around us. I hope to see you in our online school!</p>





















  
  







  




  <a href="https://www.thegamebeyond.com/udemy" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    Basic Game Design Course Info
  </a>
  

  












  




  <a href="https://www.thegamebeyond.com/advanced-game-design-course" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    Masterclass Course Info
  </a>]]></content:encoded><media:content height="720" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1663083657708-VNJOFGR66S1FPOZ8PLYX/Adv+Game+Design+Course+Thumbs.png?format=1500w" width="1280"><media:title type="plain">What is the difference between Serious Games and Gamification?</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>NEW GAME DESIGN MASTERCLASS</title><category>course</category><category>games</category><category>gaming</category><category>news</category><category>Play</category><category>press</category><category>teach</category><pubDate>Sat, 10 Sep 2022 00:46:00 +0000</pubDate><link>https://www.gabemac.com/blog/2022/9/6/new-advanced-game-design-course</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:6317bfd4205dcc048cafd2b5</guid><description><![CDATA[In 2012 I set out to teach the secrets I had learned, of Serious Game 
Design. Since then thousands of students have taken my Basic Game Design 
Course online so far. Since I launched it years ago, I have had lots of 
great feedback about how it helped inspire and change people's lives. This 
makes me so excited to announce the following news.]]></description><content:encoded><![CDATA[<p class="">In 2012 I set out to teach the secrets I had learned, of Serious Game Design. Since then thousands of students have taken my Basic Game Design Course online so far. Since I launched it years ago, I have had lots of great feedback about how it helped inspire and change people's lives. This makes me so excited to announce <strong>the following news</strong>.</p>





















  
  

















  
    
      
    
    
      
        
      
    
    
  












































  

    
  
    

      

      
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  <p class="">Now for the First Time, I will be giving my <strong>Advanced Game Design Course</strong> starting this school year, at my own Online School. The course I have previously <strong>only given at Colleges and Universities in Europe</strong>, I have now converted into English, for the first time.</p><p class="">In the last couple of years, the tools available for Online education have exploded, making it possible for me to give my College Level Courses, ALL ONLINE.</p><p class="">Every week students follow a series of online video lectures with theory, quizzes, and exercises. Each week students join the instructor for <strong>Live Group Sessions</strong> in our <strong>Virtual Classroom.</strong></p><p class="">Do you want to be <strong>Serious</strong> about <strong>Game Design</strong>? Are you ready to change the world using the Power of Play? You need to signup now. <strong>Space is limited</strong> for the coming semester.</p>





















  
  














































  

    
  
    

      

      
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  <p class="">This course requires <strong>NONE</strong> of the following:</p><ul data-rte-list="default"><li><p class="">No Programming Knowledge</p></li><li><p class="">No Expensive Software</p></li></ul><p class="">SPACE IS LIMITED FOR THIS COURSE. MAKE SURE TO <strong>SIGNUP</strong> BEFORE ALL THE SEATS ARE TAKEN.</p>





















  
  







  




  <a href="https://www.thegamebeyond.com/advanced-game-design-course" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
  >
    Learn more
  </a>]]></content:encoded><media:content height="563" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1662579853751-7KMD57R32PRC6DDWO5RL/gamebaord.jpg?format=1500w" width="1000"><media:title type="plain">NEW GAME DESIGN MASTERCLASS</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>The Uncensored News Library in Minecraft</title><category>activism</category><category>press</category><pubDate>Fri, 10 Jun 2022 16:01:00 +0000</pubDate><link>https://www.gabemac.com/blog/2022/6/10/the-uncensored-news-library-in-minecraft</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:62a26b81949c0b1002eb29b3</guid><description><![CDATA[How do you get access to journalists in countries that have blocked access 
at all costs?
Blockworks, Reporters Without Borders, MediaMonks, and DDB came together to 
try and find a solution.]]></description><content:encoded><![CDATA[<h1>Where do you go to get uncensored news?</h1><p class="">It has become more imperative, to have access to uncensored news from around the world as various governments crack down on dissenting journalists. There are a variety of countries around the world, maybe even your own government is involved in censoring news and information that would go against “The State”. </p><p class="">How do you get access to journalists in countries that have blocked access at all costs? <br>Blockworks, Reporters Without Borders, MediaMonks, and DDB came together to try and find a solution.</p><p class="">Even though many news outlets around the world have been censored, Minecraft servers remain open, and a loophole. The solution that these brilliant gamers came up with is simple at the core, and complex in manifesting. The idea was to an Uncensored Library on a Public Minecraft Server.</p><h2><a href="https://uncensoredlibrary.com/en" target="_blank"><strong>The Uncensored Library</strong></a><strong> </strong>was born.</h2>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <p class="">This is one of those brilliant solutions in which we see Games and Game platforms being used to solve real-world problems. Hats off to BlockWorks, Reporters Without Borders, MediaMobks, and DDB.</p><p class=""><a href="https://uncensoredlibrary.com/en" target="_blank">The Uncensored Library</a> has generated over 760 news stories internationally. The project gained over 47.3 million impressions across social media, and over 25 million visits to the library and resulted in a 62% increase in donations for our client, Reporters Without Borders.</p><p class="">If you want to join the Minecraft server :<strong>: </strong><a href="http://visit.uncensoredlibrary.com"><strong>visit.uncensoredlibrary.com</strong></a></p>





















  
  







  




  <a href="https://uncensoredlibrary.com/en" class="sqs-block-button-element--medium sqs-button-element--primary sqs-block-button-element" data-sqsp-button
    
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  </a>]]></content:encoded><media:content height="563" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1654811690066-IQ3E4LSE04XIAAZHZCBE/07_Uncensored_Library_front2.png?format=1500w" width="1000"><media:title type="plain">The Uncensored News Library in Minecraft</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>Gabe Mac's Alumni Borrel</title><category>Event</category><category>Meetup</category><category>Borrel</category><pubDate>Tue, 24 May 2022 22:52:08 +0000</pubDate><link>https://www.gabemac.com/blog/2022/5/24/gabe-macs-alumni-borrel</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:628d60717f5a2c1d68354f03</guid><description><![CDATA[After 22 years of teaching in The Netherlands, Gabe McIntyre (Gabe Mac) has 
returned to the United States. Due to the lockdowns, he never got to have a 
proper send-off.

If you enjoyed Gabe’s courses, please come and join us for a Virtual Borrel 
online.

Get your drinks and snacks ready, and jump into the Meetup World. We’ve got 
basketball, pool, parkour, and more set up for the event.]]></description><content:encoded><![CDATA[<p class="">After 22 years of teaching in The Netherlands, Gabe McIntyre (Gabe Mac) has returned to the United States. Due to the lockdowns, he never got to have a proper send-off.</p><p class="">If you enjoyed Gabe’s courses, please come and join us for a Virtual Borrel online.</p><p class="">Get your drinks and snacks ready, and jump into the Meetup World. We’ve got basketball, pool, parkour, and more set up for the event.</p>





















  
  






  <h3>Event Details</h3><p class=""><strong>When:</strong></p><p class="">June 16, 2022 @ 19:00 (NL Time)</p><p class=""><strong>Where:</strong></p><p class="">After signing up, you will find a link to the online world sent to your e-mail.</p><p class=""><strong>How:</strong></p><p class="">Sign up and add the event to your calendar!</p>]]></content:encoded><media:content height="740" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1653432539313-22N7EP3X7SI5WGQLE6HX/Screenshot_2022-05-24_at_17_47_29.jpg?format=1500w" width="1500"><media:title type="plain">Gabe Mac's Alumni Borrel</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item><item><title>Can Games Help Prevent Suicide?</title><category>friends</category><category>gaming</category><category>GMVR</category><category>life</category><category>Play</category><category>thought</category><category>Video</category><pubDate>Mon, 23 May 2022 12:00:00 +0000</pubDate><link>https://www.gabemac.com/blog/2022/5/20/can-games-help-prevent-suicide</link><guid isPermaLink="false">5433bf55e4b01ca0f25bddef:543bb138e4b0990c784a4e7c:6287cd25c9553f781b3fe7ea</guid><description><![CDATA[The 2020s have not been kind for mental health. Suicides are on the rise 
around the world as we begin to find ourselves in a Mental Health Crisis. 
May is Mental Health Awareness Month, and boy do we need it. As I've told 
my students over the past 2 years, "So many people are walking around with 
PTSD, and they don't even know it." But how can Games help? …]]></description><content:encoded><![CDATA[<h2>Game Over</h2><p class="">The 2020s have not been kind for mental health. Suicides are on the rise around the world as we begin to find ourselves in a Mental Health Crisis. May is Mental Health Awareness Month, and boy do we need it. As I've told my students over the past 2 years, "So many people are walking around with PTSD, and they don't even know it." But how can Games help?</p><p class="">Now I'm not saying that playing video games is the answer to curing depression, but I do think it helps. You see many people believe that the opposite of Play is Work. And they would be wrong. The correct answer is the opposite of play is depression.</p>





















  
  














































  

    
  
    

      

      
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            <p class="">Brian Sutton-Smith</p>
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  <h2>Play vs Depression</h2><p class=""><a href="https://en.wikipedia.org/wiki/Brian_Sutton-Smith" target="_blank">Brian Sutton-Smith</a> was a play theorist who spent over 65 years observing, researching, and teaching in the fields of educational psychology and play theory. He discovered that the following parts of our brain are hyper-activated when in a state of play.</p><ul data-rte-list="default"><li><p class="">Our internal motivation systems</p></li><li><p class="">Our internal reward systems</p></li><li><p class="">Our internal problem-solving systems</p></li></ul><p class="">When we look at someone who is in a state of depression we see the same systems in the brain, breakdown.</p><ul data-rte-list="default"><li><p class="">Our internal motivation systems</p></li><li><p class="">Our internal reward systems</p></li><li><p class="">Our internal problem-solving systems</p></li></ul><p class="">Game Designers know a lot about play theory and how to keep players in a constant Game Flow, whereby these brain activities of motivation, rewards, and problem solving to name a few are being hyper-activated. You could see playing games as a gym workout for the brain.</p>





















  
  














































  

    
  
    

      

      
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            <p class="">Deadman Switch Train</p>
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  <h3>The Deadman Switch</h3><p class="">Many years ago on a boat in the Amsterdam Canals, I was talking with <a href="http://www.sifry.com" target="_blank">David Sifry</a>. Dave was telling me about the concept of a '<a href="https://en.wikipedia.org/wiki/Dead_man%27s_switch" target="_blank">Deadman's Switch</a>' for trains, and how it could be applied to help prevent suicide. He explained to me that on a train, to prevent the catastrophe of the engineer losing consciousness, and the train becoming a runaway, there is a 'deadman switch'. This switch must be held in place by the engineer, otherwise, the train will stop. Should he collapse, the switch turns off the engine and the brakes on. </p><p class="">He then explained to me that when a person becomes depressed and then suicidal, it is not an overnight event. The person comes into a downward spiraling loop, where they can't seem to solve problems, they have a lack of motivation and close off contact with friends and family. His idea was to use a 'social ping' to a person's friends, should they begin to go down a spiral. that would allow friends and family to react and check up on the person. Much like a train's 'deadman switch'.</p><p class="">"Hey, your friend hasn't been doing so well, you should give him a call." Thanks, Mr. Sifry!</p>





















  
  














































  

    
  
    

      

      
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            <p class=""><a href="https://flickr.com/people/vannispen/" target="_blank">Photo by Guido van Nispen</a></p>
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  <h3>The Case of The Case</h3><p class="">I met up with my good friend The Case on his birthday. We met while I was teaching Game Design in Utrecht, The Netherlands. He was also a Game Designer, Artist, and a rare breed. We instantly clicked, and we've been pushing Game Design innovation together ever since. I've learned to get to know him very well and can tell when he is troubled. He told me that he didn't see the reason for living anymore. His wife had left him, he was broke, practically homeless, with no job or projects, just over. Now I have had close family and friends commit suicide before. I couldn't just let it happen again. And that's when the two insights of "Dead Man Switch" and "Play vs Depression" clicked together in my head.</p><p class="">I said, "I have an idea for a new project with you. Every Monday, you come over to my studio (apartment/game room), and we are gonna play video games, and make a youtube channel out of it. What would you like to call the channel?"</p><p class="">He said, "GMVR". I looked at him wondering what GMVR meant. He said, "GaMe oVeR". </p><p class="">And so GMVR was born.</p><p class="">For 3 years, almost every Monday, The Case would come over to my place and play video games. I would record the sessions, and post them on youtube. I honestly didn't care if it was a "hit" as for me, every week he came over, it was a success in my book. Many, many times I would call and call, convincing him to come over when he didn't have the motivation. I always cooked some good meals and made sure we ate well, as loss of appetite is common with depression. I always made sure I would look for games we could play together. We played puzzle games, solving them together. We did some PvP battle games and some very odd story games. I'm convinced that it was not about him just playing, but the fact that we were playing together. My extra motivation was enough to get him playing and start to exercise those same brain muscles that depression had started to atrophy.</p><p class="">Now, luckily The Case was in the Netherlands where there is a fairly good state healthcare system for mental health. He was getting professional help every week. I do not claim that playing games alone will solve mental illness. I do believe that it helped. After some time he got out of debt, his wife and kids returned, and he became steward of a few acres of natural forest on the edge of Amsterdam Today he runs an outdoor summer camp, teaching about nature, and regenerative solutions (sustainable was last century folks).</p><p class="">Why Mondays? Statistically, most suicides happen on a Monday. You may know the song, "I don't like Mondays". The song was inspired by a tragic school shooting. When asked, "Why?" the shooter simply said, "I don't like Mondays." This is also the same reason why as a teacher, I do not teach on Mondays.</p>





















  
  

















  
    
      
    
    
      
        
      
    
    
  




  <h3>How do I know GMVR helped? He told me so. </h3><p class="">He said that there were so many times, that he just didn't have the motivation or will. But he knew I was waiting for him. "Getting out of bed on that Monday, was one of the hardest things to do," he said. "I wouldn't have made it to the psychiatrist, or be able to go through the treatment, had it not been for GMVR." The 'Social Pressure' of me waiting for him, with the reward of food, friends, and fun, made the act simple with a high reward at the end.</p><p class="">So, you might have a friend or family member right now who is going through the same thing. You don't need to solve their problems for them. All you have to do is ask them to come to play games on Mondays. It's not that hard to do, and you will cherish the time. And who knows, you might just help save their life.</p><p class="">PLAY ON!</p><p class="">Gabe Mac</p>]]></content:encoded><media:content height="844" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/5433bf55e4b01ca0f25bddef/1653071957310-5YE316XJQ80OZE5P1RP9/GMVR-weebly-chat-bgnd.jpg?format=1500w" width="1500"><media:title type="plain">Can Games Help Prevent Suicide?</media:title></media:content><dc:creator>maceverywhere@gmail.com (Gabriel McIntyre)</dc:creator></item></channel></rss>