







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…
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.
“The Door Problem”
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.
Game UI by Example: A Crash Course in the Good and the Bad
How easy is it for your player to put their intention into action, or to understand what's going on in your game? In this tutorial, you'll learn how to build a better game UI by examining both...
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
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.
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.
The Fun Theory Sequence — LessWrong
(A shorter gloss of Fun Theory is "31 Laws of Fun", which summarizes the advice of Fun Theory to would-be Eutopian authors and futurists.) …

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.

4-Layers, A Narrative Design Approach
Introduction This blog post will be about a new way to approach narrative design in games - the 4 Layers Approach. It is based on a GDC ...

ATmosphere Games - (definitions for eligibility and interop)
As the number of games using rpg.actor increased, we realized a need for something that could declare what records a game requires, and how they could be verified. We wanted to build an Experiences Portal that could showcase games using the .sprite or .stats lexicons, and make clear how other games required or used the interoperable records from different games and projects. For example, how Clun’s Cannon uses the Jet Pack item from protoimsg.app, or how chaos.soccer verifies the Clown Shoes ...

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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 […]

Design Spells · Design details that feel like magic
Discover micro-interactions, easter eggs, and other seemingly extra design details that infuse life, personality, and fun back into the web.

Integrating Narrative into Game Design: A Portal Post-Mortem
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An open data standard for describing video games and their data on ATProto.

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