







Generating game level design in realtime with TypeSafe Jev model using game state and structured decisions.
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.
Making a Game Boy Advance game with GPT-6 Astra - Sprite Fusion
I made a Game Boy Advance game using GPT-6 Astra and an AI pixel art generator. See the prompts and play the demo.
StarCraft: Cartooned – Available Now
Sprite Generator - RPG Actor
Create pixel art character sprites for your RPG characters on the universal roleplaying character compendium.

No One Wins in Nuclear War: Social Simulations of High-stakes Military Decision-making
WOPR is a social-simulation environment for studying how organizations make high-stakes decisions, built on a deterministic, replay-validated rules engine and using wargames as the vehicle. We instantiate it first with the published card game Nuclear War, traced against its published rules. We start with military decision-making because of its safety implications and because it needs further study, but the design is not specific to it: the decision- point contract that exposes the engine to agents is reusable across verifiable rule systems. Existing social-simulation work emphasizes persona fidelity and synthetic opinion, but lacks a verifiable rules engine with replay-checkable mechanics and private-channel negotiation. WOPR supplies that engine, and its contract makes every strategic choice an explicit agent decision. The method is agnostic to social-simulation frameworks; we adopt Concordia as the default harness for driving the game. On the same engine, WOPR layers a four-rung press ladder from silence to private single- recipient channels with structured commitments, and instantiates each faction as a collective command-and-control system rather than a single agent. We make all code, example configurations, and replay data publicly available at https://github.com/eilab-gt/wopr.
Mastering Real-Time Strategy Games with Deep Reinforcement Learning: Mere Mortal Edition
The capabilities of game-playing AIs have grown rapidly over the last few years. This trend has culminated in the defeat of top human players in the complex real-time strategy (RTS) games of DoTA 2…

Game Design Perspective: Stardew Valley — Pixelated Playgrounds
Recently, Juliana has gotten into Stardew Valley. Hard. Since I’m a huge fan myself, I'm doing a Game Design Perspective on the game to celebrate. I'll be looking at the game mechanics and how the interlocking layers make the game tick. In Stardew Valley, you play as a disillusioned city slicker wh

Turning a Gaussian Splat Into a Videogame | PlayCanvas Blog
How I turned a photogrammetric 3D Gaussian Splat scene into a playable browser FPS - with collision, pre-baked lighting, navmesh-driven NPCs and behavior-tree AI, all in PlayCanvas.

The Wunderkammer-Gesamtkunstwerk Model: A Framework for Role-Playing Game Analysis and Design
Paper presented at Digra 2015, May14th - 17th 2015 in Lüneburg, Germany. This article presents the Wunderkammer-Gesamtkunstwerk (Wu-Ge) Model as a framework for the analysis and design of role-playing games. This framework is divided into four parts:
Build, gather, brawl, repeat: The history of real-time strategy games
As we wait on a new Age of Empires this fall, let's revisit the RTS genre's highs and lows.

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 ...

GameSpot's SIMply Divine: The Story of Maxis Software
GameSpot action adventure driving puzzle role-playing simulation sports strategy hardware
