Author Archives: Richard Bai

Push to Play: Why the Red Button Embodies Core Gameplay

A big red button is gameplay.

Case Study: Crossy Road – The One-Tap Masterstroke

Crossy Road is a modern mobile classic built on a single mechanic: tapping to move forward. There is no tutorial. No complicated HUD. Just one giant red-button idea: Tap to not die.

1. Simplicity = Accessibility = Fun

  • The tap is the button — large, responsive, satisfying.
  • One input contains all the gameplay logic:
    • Wait → danger builds
    • Tap → leap of faith
    • Mistime → game over
  • This “one-action tension loop” turns a red button into a rhythm engine.

2. Every tap is a decision

  • Despite the simplicity, every tap carries risk.
  • Will the car hit me? Will I have enough time? Will that eagle come?
  • The red-button action creates micro-drama every second — all with one finger.

3. The button becomes a symbol

  • In Crossy Road, you’re not really controlling a chicken — you’re mastering timing.
  • The red button is metaphorical: it stands for urgency, for impulse, for rhythm.
  • You don’t “tap to move” — you tap to gamble.

Why This Matters in Casual Game Design

Too many casual games overload with buttons, swipes, menus, and layers. What Crossy Road (and its red-button essence) proves is this:
One well-designed input is more powerful than ten weak ones.

You don’t need complexity. You need meaningful immediacy. The player presses something and feels something — that’s real game design.


One-liner takeaway:

A red button is not decoration — it’s a compressed promise: tap me, and something exciting will happen.

No Scene, No Story: Why NPCs Need Drama-Driven Contexts

An NPC only comes to life when placed in a dramatic context. That’s when the ‘drama’ truly begins.

Case Study: AdVenture Capitalist – The Greedy Capitalist Archetype

At first glance, AdVenture Capitalist seems like a mindless idle clicker — tap to earn, upgrade, repeat. But the game makes one brilliant move: it wraps the entire experience around an NPC in a dramatically exaggerated scenario — the greedy, over-the-top billionaire.

1. The character matches the fantasy

  • You’re not just earning money — you’re playing alongside (and as) an absurdly enthusiastic capitalist NPC.
  • His top hat, his grin, his constant celebration of profit — it’s all tonally exaggerated and dramatically clear.

2. The context creates emotional contrast

  • The idle clicker mechanic is repetitive — but pairing it with satirical wealth worship gives it flavor.
  • Every upgrade is framed as excess. Every milestone becomes a mockery of capitalism.
  • Without that satirical setting, the game would be just numbers. The drama gives it texture.

3. Drama enables friction, parody, and character growth

  • Even if the character doesn’t “evolve” in a narrative arc, the world itself reacts to his progression.
  • From lemonade stands to moon mining — the sheer absurdity of the context creates emergent humor and identity.

🔍 Why This Matters in Casual Games

Casual games often skip drama, assuming it’s only for story-heavy genres. That’s a mistake. Even in hypercasual or idle games, a character inside a clear dramatic situation can elevate retention, deepen engagement, and enhance marketing appeal.

Think of drama not as “plot,” but as tension + contrast + personality under pressure.


One-liner takeaway:

A compelling NPC is not enough — they need a stage, a conflict, a situation to shine.

No Personality, No Blueprint: Why Designers Must Write Before Artists Draw

A game designer must create NPCs with drama and distinct personality.

If you can’t design a memorable, vivid character, it means you don’t know what you want — and you shouldn’t expect the artist to magically draw it for you.

Expanded Breakdown:

1. Drama comes from identity — not from appearance

  • An NPC is not their costume. They are their voice, attitude, quirks, and contradictions.
  • If a character could be swapped out with any other and the story remains unchanged — you haven’t built a character. You’ve built an asset.
  • Great NPCs don’t just fill space; they create friction.

2. If you can’t describe them in words, they don’t exist yet

  • A good rule: You should be able to pitch an NPC without visuals.
    → “She’s a broke fortune-teller who always lies, but lies in a way that makes players trust her.”
    → “He’s a retired war hero turned bartender who pretends to have forgotten the past — but hasn’t.”
  • That’s drama. That’s character.

3. Artists need direction, not open-ended vagueness

  • “Cool female character with attitude” is not a brief. It’s a cop-out.
  • Designers must author the emotional blueprint.
    Visual designers translate it, amplify it, stylize it — they don’t invent it from nothing.
  • A strong NPC starts with:
    • Their wound
    • Their desire
    • Their contradiction
    • Their signature behavior

4. Why it matters in games

  • In narrative-driven games, this is obvious. But even in casual games or idle games, great NPCs drive retention.
    Think: Clash Royale’s emotes, Brawl Stars’ characters, or AFK Arena’s myth-based heroes.
  • Players return for gameplay, but they bond through characters.

One-liner takeaway:

If you can’t write it, don’t expect others to visualize it.
Drama starts on the page. Not on the screen.

Inspiration vs. Noise: The Creative Discipline of Taste

When you run out of inspiration, turn to great literature, classic films, and iconic brand advertising.

Use search engines wisely to expand your ability. Mindless, indiscriminate browsing dulls your aesthetic sense — and without taste, how can you call yourself an artist?

Commentary & Breakdown:

1. Great art is your creative fuel — not random search results

  • True inspiration often comes from structure, theme, and emotional impact — all of which exist in great books, films, and top-tier ads.
  • Classic works like 1984, Spirited Away, or Apple’s “Think Different” campaign are case studies in narrative, emotion, and clarity.
  • These aren’t just references. They are taste-training grounds.

2. Search engines are amplifiers — but only if you filter intentionally

  • The internet is vast, but it doesn’t teach taste — you do.
  • If you google “cool UI animation” and scroll mindlessly, you’re not designing — you’re numbing.
  • Instead: build your own inspiration playlists. Tag by theme, color, emotion, rhythm. Curate, don’t consume blindly.

3. Aesthetic judgment is your identity as a designer

  • In games, you’re not just assembling logic. You’re crafting rhythm, tension, beauty, emotional timing.
  • Your “aesthetic eye” is the compass that decides what feels right and tells truth — not just what looks good.
  • Without this, even the most technically sound game will feel hollow.

Practical Tip:

Next time you’re stuck, don’t search for “cool game ideas.”
Search for:

  • A scene that moved you to tears.
  • A piece of music that haunts you.
  • A logo or animation you still remember after 10 years.

Then ask: Why? What structure created that effect?

Scene design must also be dramatic — think iconic cinematic locations, not generic living rooms stripped of intention or personality.

Case Study: The Shining – The Overlook Hotel

One of the most unforgettable locations in film history isn’t flashy or fantastical — it’s a hotel lobby. But in The Shining (directed by Stanley Kubrick), the Overlook Hotel becomes a character of its own through intentional, drama-driven scene design.

1. Every space evokes emotion

  • The vast, symmetrical lobby with unnatural lighting doesn’t just house action — it creates psychological tension.
  • The long, silent hallways aren’t just paths — they’re vessels for dread, isolation, and madness.
  • Each room has its own narrative undertone: the typewriter room, Room 237, the hedge maze — all echo the character’s descent.

2. Design leads the viewer’s eyes and feelings

  • The patterns on the carpets, the unnatural color grading, the geometric layouts — everything is curated for effect, not realism.
  • This is what game scenes often lack: an emotional target. Great scene design doesn’t replicate reality; it heightens dramatic tension.

3. Memorability through emotional function

  • Nobody remembers “a typical kitchen in a horror movie.” But they remember Room 237.
  • Why? Because it’s designed to provoke, not to decorate.
  • Scene becomes symbol. Environment becomes emotion.

Why It Matters for Games:

In game design, building “a living room” or “a bedroom” is easy. What’s hard is creating a scene with character. A hallway can feel safe — or feel like a trap. A garden can feel like home — or like something that’s about to be ruined.

The goal isn’t realism. The goal is intentionality. Every object, shape, and layout should serve narrative or emotional purpose. That’s what makes a scene unforgettable.

NPCs must be designed with drama — vivid personalities and memorable quirks come first, visual style and rendering details come second.

Case Study: Austin from Homescapes

Austin isn’t just a butler — he’s the emotional anchor of the Homescapes (and Gardenscapes) series. His design is a textbook example of drama-first NPC creation:

1. Strong, quirky personality

  • Austin isn’t generic. He’s clumsy but sincere, elegant yet sometimes awkward, and endlessly optimistic.
  • His voice lines, reactions, and mini-narratives are full of character beats — he apologizes with flair, he celebrates in weird ways, and he often talks to his cat like it’s a real person.
  • These traits make him emotionally sticky. Players remember him.

2. Conflict and stakes — he has something to fix

  • Austin always has a problem to solve: fixing the house, repairing a garden, reconnecting with his parents.
  • This creates an underlying drama arc. He’s not static — he struggles, learns, and progresses.
  • That narrative context turns him from decoration into motivation: players want to help Austin because they care about him.

3. Art supports the drama — not the other way around

  • Visually, Austin isn’t hyper-stylized or technically impressive.
  • His design is simple, but expressive — big eyes, elastic eyebrows, exaggerated poses.
  • It’s his personality that leads, and the art follows to enhance it.

Why It Works:

Too many NPCs in games are technically beautiful but emotionally blank. Austin flips that: he’s emotionally vibrant before he’s visually detailed. He exists not as “a nice 3D model,” but as a living dramatic node — a character with stakes, quirks, and a pulse.

Brush and Emotion: What Connects Van Gogh and Zhang Daqian Across Civilizations

Van Gogh and Zhang Daqian were both master artists in their respective cultures. What do their works have in common?
– By Dr. Huang

Van Gogh and Zhang Daqian lived in vastly different cultural, historical, and aesthetic worlds—one rooted in Western post-impressionism, the other in classical Chinese ink painting and modern reinterpretation. Yet both are revered not just for their technical skill, but for something deeper: their emotional authorship.

1. Painting as personal testimony

Both artists used the canvas not just to depict, but to express:

  • Van Gogh’s swirling skies, heavy brushstrokes, and intense color fields weren’t just visual—they were psychological weather maps.
  • Zhang Daqian’s shifting between classical shan shui (mountain-water) and later splashed ink technique was an evolving mirror of his identity, exile, and experimentation.

In both cases, style wasn’t decoration—it was confession.

2. Nature as emotional language

Though their mediums differed, both artists turned to landscape not as background, but as the protagonist of emotion:

  • Van Gogh’s cypress trees and wheat fields burn with internal struggle.
  • Zhang Daqian’s misty mountains and void-heavy compositions evoke solitude, transience, and grandeur.

Nature in their work becomes a stand-in for the self, and the viewer is invited to feel rather than analyze.

3. Rebellion within tradition

Neither artist was content to follow established rules:

  • Van Gogh pushed beyond realism and into expressionism, ahead of his time.
  • Zhang Daqian, while trained in classical Chinese traditions, later broke them with bold splashed-ink abstractions, influenced in part by Western modernism.

Both used tradition as a foundation—but not a cage.

4. Universality through subjectivity

What makes both painters timeless is not how they represented reality, but how they invited others into theirs. They showed that emotion is not confined by medium, culture, or geography.
Their brushwork is radically different—but their intent is deeply human.


One-liner takeaway:
True artistry is not about matching the world—it’s about revealing how the world lives within the artist.

No one cares about an ordinary day in the life of NPC #37.

Great games are built on emotional investment, not just mechanics. If a character’s presence in the world feels passive, interchangeable, or irrelevant, they are dead on arrival—even if technically animated.

1. Ordinary is invisible

When everything about a character is “normal,” players instinctively ignore them:

  • They don’t have goals
  • They don’t cause friction
  • They don’t affect the world

This doesn’t mean every NPC needs to be dramatic or loud. It means every character must have a reason to be remembered.

If you can replace them with a signpost and nothing changes, they don’t belong in the game.

2. Case example: Undertale’s shopkeepers

Undertale is full of small NPCs, but none of them are “just there.” The shopkeeper is a tired bunny mom. The skeleton brothers are comedians and tragic figures. The ordinary guard has romantic tension with his colleague.

Each one breaks the mold of “just a role.” They have opinions, backstories, quirks. Even if they only say one line, that line sticks.

The player cares—because the world cares.

3. Narrative energy comes from tension

What makes a character worth caring about is not the amount of screen time, but the contrast they bring:

  • A coward in a world of heroes
  • A dreamer in a world of machines
  • A liar who tells one beautiful truth

“Flat” means no dramatic pressure. Memorable means some form of struggle or contradiction.

4. Design rule: Every NPC needs at least one hook

If you want players to care:

  • Give the NPC a want (even a silly one)
  • Put them in tension with their environment
  • Let them surprise the player at least once

No drama = no memory.


One-liner takeaway:
The player has a limited spotlight. Don’t waste it on someone with nothing to say.