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HOW I DESIGN GAME MONSTERS: a twitter thread or, No More Zombies, a TED Talk Work
The goal of designing good monsters for me is building a cohesive experience that thrills the
player and teaches them how to cope with this new threat. We're killing off zombies because
they're tired, but we love zombies (those fuckers persist) and they fit this structure
Desired Player v Monster Behaviour How should the player act? shoot?
Monster Appearance Rule When do they appear, and where? Are they fast? What
size are they? Are they limited e.g. to water or unlit areas or soft soil or trees, etc? If they hide &
appear suddenly in some places, consider the reward/risks to the player entering those areas
Monster Surprise Structure 1 What rules for behaviour or ecology will surprise the
player? Every great monster has rules that it follows. Zombie bite? You're a goner. Werewolf
and full moon. Vampires look like us, but can be detected through certain rituals.
Monster Surprise Structure 2 Pick something and find a way for the player to distrust
it or fear it. Food that can contaminate you. Direct light? Wind? Open spaces? Make rules for
monster times/zones Invisible monsters only detectable by footprints that the rain will mask.
Monster Defeat Requirements Good monsters come with rules for defeat. You can
make them unstoppable with a small set of weaknesses, then wrench-in an in-universe
explanation for being unstoppable. (They regenerate! They don't feel pain! They're sentient
slime! Supernatural!)
Monster Alert Rules Fear works really well when there are signs that danger is
nearby or lurking. Do they make a mess of corpses they've attacked? Moan? Cause electrical
devices to malfunction? Be careful of choosing something 100% reliable, though - it evaporates
tension
When to fight / to take flight Decide when it's a safe time to be around a monster,
and when you should definitely leg it. Zombies are okay if slow and spread-out. Some blind
monsters can't hear you if there's noise nearby. Safer zones/places/densities/environments