A game design blog for people building ambitious PC games

Practical writing on combat, puzzles, level design, game feel, player psychology, and the craft behind games worth studying.

Featured post
14 min read

How a Super Smash Bros. Fighter is Designed

Super Smash Bros. fighters work because each one has a clear theme, sharp tradeoffs, readable animation, and enough faithfulness to honor the character without breaking the roster.

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Editor picks

Latest posts

A running archive of practical game design notes.

125 posts

The Challenge of Cameras

10 min read

How Game Designers Protect Players From Themselves

11 min read

How to Keep Players Engaged (Without Being Evil)

18 min read

The Games That Designed Themselves

7 min read

How Level Design Can Tell a Story

15 min read

Why Does Celeste Feel So Good to Play?

15 min read

What Makes a Good Detective Game?

10 min read

What Makes a Game Feel Mysterious?

15 min read

How Games Use Feedback Loops

14 min read

How Games Do Health

8 min read

The World Design of Hollow Knight | Boss Keys

15 min read

Can We Make Talking as Much Fun as Shooting?

8 min read

Controllers Control Everything

9 min read

Clockwork Games and Time Loops

12 min read

How Game Designers Solved These 11 Problems

12 min read

What Makes Celeste's Assist Mode Special

15 min read

How to find amazing game ideas

15 min read

Three things that inspired me to finish my game

15 min read

Sequence Breaking with Toki Tori 2

8 min read

Did I Complete My 30 Day Game Making Challenge?

11 min read

Was Steam Next Fest Worth It?

14 min read

The Legend of Zelda: Skyward Sword's Dungeon Design

12 min read

Playing Your Super Mario Maker Levels

5 min read

This Psychological Trick Makes Rewards Backfire

8 min read

3 Lessons from a Real-time, Turn-based Game

5 min read

Secrets of Game Feel and Juice

6 min read

How I got my demo ready for Steam Next Fest

7 min read

Don't make this assumption about your players (Developing 10)

7 min read

Nintendo - Putting Play First

6 min read

How Jonathan Blow Designs a Puzzle

6 min read

A puzzle game where your tools are completely random

5 min read

The World Design of Banjo-Kazooie

7 min read

The Music of Breath of the Wild

4 min read

The Tragedy of Halo 3: ODST

7 min read

The Power of Video Game HUDs

6 min read

How to Make an Indie Game Trailer

7 min read

Making Games Better for Deaf and Hard-of-Hearing Players

7 min read

How Snake Pass Became a Platformer Without Jumping

7 min read

What Comes Next After Analyzing Games

6 min read

Making Hitman 2's Best Level

8 min read

What Made Psychonauts Special

6 min read

Hitman and the Art of Repetition

6 min read

Why You Probably Didn't Get Lost in Metroid Dread

7 min read

What It's Like to Release a Game on Steam

11 min read

The Power of Invisible Choices

8 min read

The Legend of Zelda: Ocarina of Time's Dungeon Design

7 min read

Morality in the Mechanics

7 min read

Redesigning Death

7 min read

The Secret of Mario's Jump (and other Versatile Verbs)

9 min read

The Rise of the Systemic Game

8 min read

How Baba Is You Makes Brain Busting Puzzles

8 min read

Shovel Knight's Signature Moves

10 min read

Why Metro Exodus is so Immersive

10 min read

What's the Point of Prototyping?

10 min read

How The Forgotten City Creates The Perfect Mystery

9 min read

How AM2R and Samus Returns remade Metroid 2

12 min read

What Makes a Good Combat System?

11 min read

The Genius AI Behind The Sims

13 min read

Blue Prince: Can a random puzzle game actually work?

10 min read

The Best Games from the 2021 Game Jam

13 min read

Valve's Secret Weapon

11 min read

The World Design of Castlevania: Symphony of the Night

10 min read

The Design of Dead Space - Part 2

11 min read

The Legend of Zelda: Link's Awakening's Dungeon Design

9 min read

Why We Remember Bioshock's Fort Frolic

9 min read

The Genius of Prey's Gloo Cannon

8 min read

How I Make Puzzles for My Indie Magnet Game

8 min read

Is Until Dawn a Good Horror Movie?

7 min read

Ico, and Design by Subtraction

6 min read

Adaptive Soundtracks in Games

6 min read

The One Thing You Need to Finish Your Game

8 min read

Why Capcom is the King of Remakes

8 min read

How Event[0]'s AI Puzzle Assistant Works

7 min read

Commanding Shepard

14 min read

A detective demo inspired by Geoguessr

4 min read

The Legend of Zelda: Twilight Princess' Dungeon Design

7 min read

Finding the Fun in FPS Campaigns

8 min read

Are Lives Outdated Game Design?

7 min read

How Overcooked's Kitchens Force You to Communicate

8 min read

5 Bits of Good Game Design from 2015

5 min read

How Rockstar fit an entire city into PlayStation 2 memory

9 min read

10 Game Design Lessons from 10 Years of Analysis

7 min read

Is The Swindle the First Great Heist Game?

4 min read

Why do God of War's Characters Keep Spoiling Puzzles?

5 min read

How Nintendo Solved Zelda's Open World Problem

5 min read

Super Mario 3D World's 4 Step Level Design

5 min read

The Legend of Zelda: Phantom Hourglass and Spirit Tracks' Dungeon Design

7 min read

Does Spidey's Web-Swinging Make You Feel Like Spider-Man?

7 min read

The Legend of Zelda: The Wind Waker's Dungeon Design

7 min read

The Final Steps Before Releasing a Game on Steam

5 min read

The Two Types of Randomness in Game Design

9 min read

Analyzing Mario to Master Super Mario Maker

8 min read

Can Zelda: Echoes of Wisdom's UI Be Fixed?

10 min read

The Legend of Zelda: A Link Between Worlds' Dungeon Design

10 min read

Breaking Down the Best World in Rayman Legends

7 min read

The Design of Dead Space - Part 3

7 min read

Point and Click Puzzle Design

6 min read

Why is it so hard to make game design decisions? (Developing 3)

9 min read

How Her Story Turns Video Clips into Clues

6 min read

The Legend of Zelda and Zelda II's Dungeon Design

8 min read

How to make a good platforming character (Developing 6)

8 min read

How Cuphead's Bosses (Try to) Kill You

7 min read

The Birth of the Japanese RPG

8 min read

The Legend of Zelda: Oracle of Ages and Seasons' Dungeon Design

7 min read

Following the Little Dotted Line

6 min read

Roguelikes, Persistency, and Progression

7 min read

The World Design of Metroid Prime 2: Echoes

8 min read

What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise

7 min read

Making Ori and The Will of the Wisps' Best Level

9 min read

Super Mario's Invisible Difficulty Settings

11 min read

Playing Past Your Mistakes

7 min read

The Best Games from the 2024 Game Jam

11 min read

How Jusant Makes Rock-Climbing More Immersive

9 min read

The Legend of Zelda: Breath of the Wild's Dungeon Design

10 min read

Can we Improve Tutorials for Complex Games?

10 min read

The 100 Games That Taught Me Game Design

17 min read

How To Combine Video Game Genres

8 min read

Downwell's Dual Purpose Design

4 min read

The 3 Types of Detective Game

9 min read

The 4 "P"s of DOOM's Amazing Combat

6 min read

The stuff no one tells you about game development (Developing 7)

6 min read

Depth, Mastery, and Vanquish

7 min read

How Accessible Were 2021's Games?

11 min read

How To Think Like A Game Designer

8 min read

What's The Point Of Hard Games, Anyway?

7 min read