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Techniques & Technology

Game Design

The craft of creating play

Game design encompasses the rules, systems, and experiences that make games engaging, evolving from intuitive craft to studied discipline with established principles and vocabulary.

cross-platform designtheorycraft 1970–present

Overview

Game design is the discipline of creating the rules, systems, and structures that make games work. It’s distinct from programming (implementation), art (visuals), and production (management). A game designer asks: What does the player do? Why is it engaging? How do systems interact? The field evolved from intuitive craft to academic discipline, developing vocabulary and principles that apply across all interactive entertainment.

Fast Facts

AspectDetail
Core questionWhat makes this fun?
Key figuresMiyamoto, Wright, Crawford, Meier
Academic studyFrom 1990s onwards
Design documentsCommunication tool

Foundational Concepts

The MDA Framework

Mechanics, Dynamics, Aesthetics:

LayerDefinition
MechanicsRules and systems
DynamicsEmergent behaviour from mechanics
AestheticsEmotional response in player

Designers create mechanics. Players experience aesthetics. Dynamics connect them.

Core Loop

The fundamental repeated action:

ExampleLoop
PlatformerRun, jump, land, repeat
RPGExplore, fight, level up, repeat
PuzzleObserve, deduce, execute, repeat

Everything else supports the core loop.

Feedback Loops

TypeEffect
PositiveSuccess breeds success (getting ahead)
NegativeSystems that help losing players
BalanceCombining both for desired experience

Design Pillars

PrincipleApplication
Player agencyMeaningful choices
Clear goalsKnow what to do
Appropriate challengeNot too easy, not too hard
FeedbackKnow if you’re succeeding
ProgressionSense of advancement

Player Psychology

Understanding what drives engagement:

DriveDesign Response
MasterySkill-based challenges
AutonomyPlayer choice matters
RelatednessSocial features, characters
DiscoveryHidden content, exploration
CompletionCollections, achievements

Flow State

Csikszentmihalyi’s concept applied to games:

ConditionImplementation
Clear goalsKnow the objective
Immediate feedbackKnow how you’re doing
Challenge matches skillDynamic difficulty
Focused concentrationRemove distractions

The “flow channel” between boredom and frustration.

Level Design

Spatial game design:

PrinciplePurpose
PacingIntensity variation
TeachingSafe introduction of concepts
LandmarksNavigation and memory
GatingControlled progression

Balancing

Making systems fair and engaging:

ApproachMethod
NumericalStats, damage, costs
SituationalRock-paper-scissors dynamics
EconomicResource flow
TimeCooldowns, delays

Player Types

TypeMotivation
AchieversGoals, completion
ExplorersDiscovery, understanding
SocialisersInteraction, community
KillersCompetition, dominance

Games serve different players differently.

Documentation

DocumentPurpose
High conceptOne-page vision
Game design documentDetailed specification
Technical designImplementation details
Content designSpecific levels, quests

Historical Evolution

EraApproach
1970s-80sIntuitive, programmer-designers
1990sSpecialisation, design roles
2000sAcademic study, GDC growth
2010sData-driven, analytics
2020sAI tools, procedural generation

Influential Designers’ Philosophies

DesignerApproach
MiyamotoPrototype first, toy-like feel
WrightSystems, emergence
CrawfordInteraction as art
Meier”Interesting decisions”
BlowMechanics as metaphor

Common Pitfalls

MistakeProblem
Feature creepToo many systems
Unclear goalsPlayer doesn’t know what to do
Unfair difficultyFrustration without learning
Lack of feedbackCan’t tell what’s happening

Legacy

Game design evolved from “what can we make the computer do?” to “what experience do we want to create?” The discipline’s vocabulary—core loops, feedback systems, player agency—spread beyond games into app design, gamification, and education. Understanding why games engage helps create better interactive experiences of all kinds.

See Also