







Game design is one of those nebulous terms to people outside the game industry that’s about as clear as the “astrophysicist” job title is to me. It’s also my job, so I find myself explaining what game design means to a lot of people from different backgrounds, some of whom don’t know anything about games.
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
Game design is simple, actually
So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not u…

Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Designing Games to Learn
As I've been writing this series of newsletters on learning and video games, there's been a spectre lurking in the background. Video games and education. Edutainment.
Ico, disruptive game design, and experiences that live forever.
100 updates later. Why we enjoy games, why we stop, and how live game design might bring us back.

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From Gamer To Game Maker Create Your Own Games & Learn Computational Thinking No Code: Powerful Visual Programming Share With Your Friends & Publish To App Stores Learn more about GameSalad: Classroom Learn@Home Developers From Gamer To Game Maker Create Your Own Games & Learn Computational Thinking No Code: Powerful Visual Programming Share With Your […]

Integrating Narrative into Game Design: A Portal Post-Mortem
The Level Design Book
The Level Design Book gathers level design knowledge for 3D video games in an approachable, up-to-date, and critical way. It is for designers of all experience levels and game engines.
Game Programming Patterns
I’m here to help! Game Programming Patterns is a collection of patterns I found in games that make code cleaner, easier to understand, and faster.
Resonite
A novel digital universe with infinite possibilities. Whether you resonate with people around the world in a casual conversation, playing games and socializing. Or you riff off each other when creating anything from art to programming complex games, you'll find your place here.
Playbooks — Renaissance Philanthropy – A brighter future for all through science, technology, and innovation
Christopher Alexander’s A Pattern Language defines 253 methods for constructing beautiful and practical designs at every scale, from cities to rooms.

The Pentaract
The AppView for the games.gamesgamesgamesgames.* ATProto lexicons
Designing Imaginative Environments by Nathan Fowkes
Join industry veteran Nathan Fowkes on a deep dive into the hows and whys of designing environments for entertainment. From creating mood with color and light, to exploring different biomes and weather, to crafting architecture and props, he will teach you how to design amazing environments that make your work stand out from the crowd.

The hidden ‘rules of the game’ that dictate how we navigate the world | Psyche Videos
How free are we really, if human behaviour embodies the complex, intertwined webs of society and history?

Practical recommendations from a multi-perspective needs and challenges assessment of citizen science games
Citizen science games are an increasingly popular form of citizen science, in which volunteer participants engage in scientific research while playing a game. Their success depends on a diverse set of stakeholders working together–scientists, volunteers, and game developers. Yet the potential needs of these stakeholder groups and their possible tensions are poorly understood. To identify these needs and possible tensions, we conducted a qualitative data analysis of two years of ethnographic research and 57 interviews with stakeholders from 10 citizen science games, following a combination of grounded theory and reflexive thematic analysis. We identify individual stakeholder needs as well as important barriers to citizen science game success. These include the ambiguous allocation of developer roles, limited resources and funding dependencies, the need for a citizen science game community, and science–game tensions. We derive recommendations for addressing these barriers.