COMMON GAME DESIGN TECHNIQUE EXAMPLE: UNIQUE MECHANICS (USP)
In the example of Monument Valley, I would suggest the core mechanic is the way the
player character interacts with the unnatural architecture that doesn’t adhere to the normal
laws of reality. This is carefully managed from a puzzle mechanic perspective with an iso‑
metric view and a camera that allows only for a 90‑degree rotation as the character moves
around the environment. Perhaps this is not a unique selling point (USP) mechanic, as it is
similar to the mechanics of another early title, Echochrome (SCE, 2008), both of which,
I would suggest, are heavily influenced by the artwork of the surrealist artist Escher. This
also highlights that if you’re able to “borrow” or create a unique art style as a hook, this
will only help your chances of attracting players (or indeed publishers).
WANT MORE TECHNIQUES? This TEXT is an ABRIDGED EXCERPT from the BOOK: Teaching Video Game Design Fundamentals: A Guide for Educating with Practical Examples and Learning Materials. (Andy Sandham, Routledge/Taylor and Francis/CRC Press 2025)
FULL COMMON DESIGN TECHNIQUE PLAYLIST HERE!
• Pro-Level Techniques! Master Game Design w...
VIDEO GAME DESIGN FUNDAMENTALS: Master Game Design with These Pro-Level Techniques!