Game design essays for people building ambitious PC games
Practical writing on combat, puzzles, level design, game feel, player psychology, and the craft behind games worth studying.
Start with a featured essay, then browse the archive by title and topic.
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.
What Makes Good AI?
Good game AI is readable, fair, predictable, and interesting because it is designed around the player experience, not only raw intelligence.
What Makes a Good Puzzle?
Good puzzle design starts with firm rules, then turns those rules into a contradiction the player can resolve through a satisfying realization.
How Stealth Game Guards See and Hear - School of Stealth Part 1
Stealth guards feel fair when their simulated eyes and ears create the right balance of ambiguity, feedback, tension, and player confidence.
Latest essays
A running archive of practical game design notes.
The Challenge of Cameras
A game camera is not just a viewpoint. It decides what the player can read, how close they feel to the character, and whether the action supports the intended experience.
How Game Designers Protect Players From Themselves
Players often choose the safest route to success, even when that route drains the fun from the game. Good design nudges them toward the version worth playing.
How to Keep Players Engaged (Without Being Evil)
Engaging a player is not the same as trapping them. Strong pacing, curiosity, progress, and fair challenge can make a game hard to put down without relying on manipulative retention tricks.
The Games That Designed Themselves
Some of the most memorable games did not arrive fully formed. They emerged when designers built something, noticed what was fun, and followed that thread.
How Level Design Can Tell a Story
Level design can explain a world, shape emotion, and tell the player who they are before a line of dialogue is spoken.
Why Does Celeste Feel So Good to Play?
Celeste feels good because every movement curve, grace window, feedback cue, and level interaction supports player intent.
What Makes a Good Detective Game?
A good detective game lets the player notice, connect, test, and prove the truth without the interface solving the case first.
What Makes a Game Feel Mysterious?
Mystery comes from what the player cannot yet explain, and games become special when the player gets to close that gap through discovery.
How Games Use Feedback Loops
Feedback loops decide whether success compounds, failure spirals, or a game steadies itself before the result becomes inevitable.
How Games Do Health
Health is not just a failure meter. The way a game gives, removes, restores, and spends health changes how players move, take risks, and read danger.
The World Design of Hollow Knight | Boss Keys
Hollow Knight turns Hallownest into a world players can learn, remember, and get lost in by opening routes, hiding worthwhile discoveries, and trusting curiosity.
Can We Make Talking as Much Fun as Shooting?
Speech checks are often treated as a way to skip fights. Conversation becomes richer when talking asks the player to read people, gather evidence, and take risks.
Controllers Control Everything
The input device is not a neutral detail. It shapes which actions feel natural, which genres dominate, and where inventive control schemes can create new play.
Clockwork Games and Time Loops
Most games let time wait for the player. Clockwork games make events move anyway, which can turn when the player acts into a design choice.
How Game Designers Solved These 11 Problems
Game design is often the craft of finding the real problem, trying the right fixes, and proving the solution under play.
What Makes Celeste's Assist Mode Special
Celeste shows how a hard game can offer powerful difficulty support without making the player feel judged or confused about the intended experience.
How to find amazing game ideas
Strong game ideas do not arrive fully formed. They usually start as a seed, then become worth building when they have a player action, a hook, an anchor, and a prototype.
Three things that inspired me to finish my game
Finishing a game can become possible when feedback proves the core works, a finished side project makes completion feel real, and another compact game reveals the right scope.
Sequence Breaking with Toki Tori 2
Toki Tori 2 turns sequence breaking into a legitimate part of exploration by gating progress through knowledge instead of new abilities, keys, or items.
Did I Complete My 30 Day Game Making Challenge?
A 30-day MVP challenge can force a game out of analysis paralysis, but only if the plan makes room for focus, better tools, ruthless scope cuts, and early playtesting.
Was Steam Next Fest Worth It?
Steam Next Fest can be crowded and demoralizing, but a strict deadline, a practice launch, and hundreds of independent feedback notes can still make it worth doing.
The Legend of Zelda: Skyward Sword's Dungeon Design
Skyward Sword is flawed, linear, and padded, but its best dungeons revive a classic Zelda strength: treating the whole temple as the puzzle.
Playing Your Super Mario Maker Levels
Small Mario Maker stages can show how much design craft comes from studying existing games, then applying those lessons in fresh, personal ways.
This Psychological Trick Makes Rewards Backfire
Goals and rewards can motivate players, but in games built around curiosity, creativity, expression, or mastery, they can also make the play less interesting.
3 Lessons from a Real-time, Turn-based Game
Nova-111 shows how real-time and turn-based systems can work together, why development accidents can be valuable, and why a core mechanic has to matter everywhere.
Secrets of Game Feel and Juice
Game feel lives in the second-to-second action: movement, impact, sound, camera, feedback, and every bit of polish that makes a game feel alive.
How I got my demo ready for Steam Next Fest
A Steam Next Fest demo is marketing, feedback, technical packaging, and timing all at once; the best chance comes from preparing before the festival begins.
Don't make this assumption about your players (Developing 10)
Players do not share the designer's knowledge, so difficulty, tutorials, and level complexity need to be tested against real first-time experience.
Nintendo - Putting Play First
Nintendo games often feel different because the play comes first, and everything else is built to frame that central interaction.
How Jonathan Blow Designs a Puzzle
Braid and The Witness show how puzzles can emerge from exploring a rule, finding its consequences, and presenting one clear idea to the player.
A puzzle game where your tools are completely random
Mosa Lina turns puzzle solving into improvisation by keeping levels fixed but making the player's tools random every run.
The World Design of Banjo-Kazooie
Banjo-Kazooie shows how compact readable worlds can beat a sequel that expands every system at once.
The Music of Breath of the Wild
Breath of the Wild uses restraint, silence, echoes, and evolving town music to make a ruined Hyrule feel melancholy but hopeful.
The Tragedy of Halo 3: ODST
Halo 3: ODST had a bold structure: lonely open-world investigation wrapped around playable action flashbacks. The tragedy is how close it came to something brilliant.
The Power of Video Game HUDs
HUDs are not just information overlays. They shape what players notice, how confidently they act, and which mechanics a game can support.
How to Make an Indie Game Trailer
A strong indie game trailer is not a random montage or feature list. It explains the hook, shows how the game works, and builds momentum without wasting the viewer's attention.
Making Games Better for Deaf and Hard-of-Hearing Players
Auditory accessibility is not just about adding subtitles. Games also need readable captions, visualized audio cues, alternatives to sound puzzles, and options players can set before play begins.
How Snake Pass Became a Platformer Without Jumping
Snake Pass looks like a 3D platformer, but it becomes something stranger and fresher by removing the most familiar platforming verb: jumping.
What Comes Next After Analyzing Games
After years of analyzing game design, the next useful challenge is to make a very small game and see what happens when theory becomes practice.
Making Hitman 2's Best Level
Hitman 2's Miami mission shows how a stealth level can feel like a real place while still being dense, readable, playful, and full of player-authored plans.
What Made Psychonauts Special
Psychonauts is not remembered because it is the sharpest platformer. It is remembered because its levels turn character psychology into playable spaces.
Hitman and the Art of Repetition
Hitman makes repetition feel powerful because each replay turns messy survival into expert planning, mastery, and increasingly precise assassination.
Why You Probably Didn't Get Lost in Metroid Dread
Metroid Dread feels like a sprawling Metroidvania, but its world is built to quietly keep players moving toward the next critical path step.
What It's Like to Release a Game on Steam
A transparent Steam launch retrospective shows how sales, hidden costs, bugs, reviews, tools, playtesting, scope, and production planning all collide after release.
The Power of Invisible Choices
Games do not need menus to make meaningful choices. Sometimes the strongest decision is made through the same verbs the player already uses to play.
The Legend of Zelda: Ocarina of Time's Dungeon Design
Ocarina of Time made Zelda dungeons bigger, taller, and more memorable, but its most interesting design lessons come from where the structure became too linear.
Morality in the Mechanics
The strongest moral choices in games are often not karma prompts. They are pressures built into combat, resources, stress, poverty, and survival.
Redesigning Death
Death does not have to mean a black screen and a short rewind. It can change the world, reshape the player, create revenge, or let the story continue.
The Secret of Mario's Jump (and other Versatile Verbs)
Mario's jump is not great because it is one button. It is great because one verb can produce a huge range of outcomes depending on timing, movement, and context.
The Rise of the Systemic Game
Systemic games are powerful because their objects, characters, environments, and rules can influence each other, creating plans and surprises the designer did not directly script.
How Baba Is You Makes Brain Busting Puzzles
Baba Is You works because it gives players a wild rule-changing language, then uses careful restrictions to lead them toward one impossible-looking insight.
Shovel Knight's Signature Moves
A great signature move can define a platforming hero by joining movement, combat, recovery, and level structure into one action players want to master.
Why Metro Exodus is so Immersive
Metro Exodus feels immersive because it turns maps, crafting, maintenance, scouting, uncertainty, and player kindness into tangible parts of the world.
What's the Point of Prototyping?
A prototype is not a rough version of the whole game. It is a fast, disposable way to answer one important question before production gets expensive.
How The Forgotten City Creates The Perfect Mystery
The Forgotten City works because it gives players freedom without paralysis, progress without dead ends, and revelations in an order that keeps the mystery alive.
How AM2R and Samus Returns remade Metroid 2
AM2R and Samus Returns fix many of Metroid 2's rough edges, but the harder remake question is whether those fixes preserve the original game's dread.
What Makes a Good Combat System?
A good combat system is built from meaningful decisions: where to stand, which enemy to target, which move to use, when to commit, and how to defend.
The Genius AI Behind The Sims
The Sims feels alive because characters, objects, locations, and whole neighborhoods are driven by needs, utility scores, carefully chosen randomness, and restraint.
Blue Prince: Can a random puzzle game actually work?
Blue Prince is fascinating because its random mansion creates mystery and novelty, but also collides with the focused clue-to-solution flow that puzzle games usually rely on.
The Best Games from the 2021 Game Jam
The 2021 jam theme, Joined Together, produced clever puzzle games, arena battlers, platformers, factories, constellations, and one very strange tongue-based escape.
Valve's Secret Weapon
Valve treats playtesting as a design engine: start early, test often, watch silently, use the right audience, and interpret feedback through a clear creative goal.
The World Design of Castlevania: Symphony of the Night
Symphony of the Night is thrilling because its castle sprawls in every direction, but its first half can feel oddly open and closed at the same time.
The Design of Dead Space - Part 2
Dead Space 2 is a stronger, faster, more varied sequel, but its action momentum also pulls the series away from the quiet dread that defined the original.
The Legend of Zelda: Link's Awakening's Dungeon Design
Link's Awakening turns Zelda dungeons into layered key-and-lock machines, where small keys, boss keys, items, switches, and even a heavy ball each open space in different ways.
Why We Remember Bioshock's Fort Frolic
Fort Frolic is memorable because the entire level belongs to Sander Cohen, turning exploration, combat, photography, and even mercy into parts of his performance.
The Genius of Prey's Gloo Cannon
Prey's Gloo Cannon is brilliant because one strange tool supports combat, exploration, hazard control, improvisation, and the game's larger promise of choosing your own approach.
How I Make Puzzles for My Indie Magnet Game
Puzzle design became far easier once the work stopped being "make an interesting puzzle" and became a structured search through mechanic combinations, constraints, and progression gaps.
Is Until Dawn a Good Horror Movie?
Until Dawn works best when the player stops treating it like a story to win and starts treating it like a horror movie to direct.
Ico, and Design by Subtraction
Ico is influential because it removes almost everything that does not support its central bond between Ico and Yorda.
Adaptive Soundtracks in Games
Adaptive soundtracks can do more than get louder during combat. They can add character, signal progress, reinforce state, and make a game feel reactive.
The One Thing You Need to Finish Your Game
Once a prototype has proven the fun, the next thing a game needs is a concrete plan: what belongs, what does not, and what work gets it finished.
Why Capcom is the King of Remakes
Capcom remakes work because they preserve the sensation of the original game while freely changing mechanics, structure, pacing, and content.
How Event[0]'s AI Puzzle Assistant Works
Event[0] makes conversation feel possible by combining text parsing, context, emotional state, domain limits, and a fiction that turns mistakes into character.
Commanding Shepard
Commander Shepard sits between blank-slate avatar and authored hero, making Mass Effect a case study in how players and games can share ownership of one protagonist.
A detective demo inspired by Geoguessr
Locator shows how a location-guessing format can become a detective game when maps, photos, journals, and delayed confirmation all point toward deduction.
The Legend of Zelda: Twilight Princess' Dungeon Design
Twilight Princess gives its dungeons strong personalities and iconic moments, but many of them share the same simple central-room structure.
Finding the Fun in FPS Campaigns
Doom and Titanfall 2 show two different ways to make shooter campaigns exciting again: one through a relentless combat loop, the other through imaginative pacing.
Are Lives Outdated Game Design?
Lives can feel like an old arcade relic, but the better question is what they are meant to do: create stakes, reward mastery, or make repeated failure more frustrating.
How Overcooked's Kitchens Force You to Communicate
Some co-op games create teamwork through different abilities or information. Overcooked shows how level design can create temporary roles even when every player has the same tools.
5 Bits of Good Game Design from 2015
Even in a year crowded with remakes and rereleases, plenty of new games had sharp design ideas worth studying: combat incentives, stealth rewards, linked mechanics, strategic saves, and deliberate downtime.
How Rockstar fit an entire city into PlayStation 2 memory
Grand Theft Auto III made Liberty City feel continuous on a console with only 32 MB of memory. The trick was not one miracle, but a whole stack of careful streaming and optimization decisions.
10 Game Design Lessons from 10 Years of Analysis
After years of studying games, the most durable lessons are not rigid rules. Mechanics create experience, context decides whether a feature works, and every idea needs to be tested in play.
Is The Swindle the First Great Heist Game?
The Swindle works because it does more than punish failure. It pressures the player to get greedy, take risky jobs, and create the kind of messy escape stories heist games need.
Why do God of War's Characters Keep Spoiling Puzzles?
Puzzle hints can help players avoid frustration, but when companions solve the room too quickly, they also remove exploration, problem solving, and the pleasure of figuring something out.
How Nintendo Solved Zelda's Open World Problem
Breath of the Wild solved a difficult open-world problem by replacing obvious routes with landmarks, rewards, terrain shapes, and a constant chain of curiosity.
Super Mario 3D World's 4 Step Level Design
Super Mario 3D World can introduce new mechanics constantly because each stage gives one idea a clear arc: teach it, develop it, twist it, then finish cleanly.
The Legend of Zelda: Phantom Hourglass and Spirit Tracks' Dungeon Design
Phantom Hourglass and Spirit Tracks use the Nintendo DS in clever ways, but their generous dungeon maps often turn spatial reasoning into point-to-point navigation.
Does Spidey's Web-Swinging Make You Feel Like Spider-Man?
Spider-Man captures the fantasy of web-swinging through speed, animation, and flow, but the ease of that fantasy raises a useful design question: should feeling powerful be automatic or earned?
The Legend of Zelda: The Wind Waker's Dungeon Design
The Wind Waker's dungeons often look like classic Zelda spaces, but many of them route the player straight to the next answer instead of asking them to remember, revisit, and re-read the same place.
The Final Steps Before Releasing a Game on Steam
The last stretch before launch is not only about pressing a release button. It is content lock, one last meaningful feature, bug triage, QA rounds, press keys, credits, and finally letting the game leave your hands.
The Two Types of Randomness in Game Design
Randomness can create variety, drama, and risk, but it can also make games feel unfair. The key distinction is whether luck happens before the player decides or after.
Analyzing Mario to Master Super Mario Maker
Super Mario Maker is easier to approach when the blank canvas is treated like a design exercise: study real Mario levels, identify their patterns, then build one small stage around a clear idea.
Can Zelda: Echoes of Wisdom's UI Be Fixed?
Echoes of Wisdom has a wonderfully creative ability trapped inside a painful menu. Testing five alternatives shows why a better interface must balance speed, analog control, discovery, and creative play.
The Legend of Zelda: A Link Between Worlds' Dungeon Design
A Link Between Worlds gives Zelda back a freeform overworld, but that freedom changes what its dungeons can do. The result is a clever return to lock-and-key design with some real compromises.
Breaking Down the Best World in Rayman Legends
Rayman Legends shows another way to structure platformer ideas: keep one standout mechanic alive across an entire world, vary it, combine it, and pay it off in a fast finale.
The Design of Dead Space - Part 3
Dead Space 3 shows what happens when a horror series keeps chasing broader action appeal: some systems become smoother, but the genre foundation starts to fight the new design.
Point and Click Puzzle Design
Point-and-click adventures do not have to be defined by moon logic. Fair puzzles give players clear goals, readable clues, and specific feedback when their ideas are close but wrong.
Why is it so hard to make game design decisions? (Developing 3)
A magnet prototype starts as a fast platformer, keeps pulling itself toward puzzle design, and reveals why committing to a smaller MVP can be the only way to escape analysis paralysis.
How Her Story Turns Video Clips into Clues
Her Story looks like a simple database search, but its scattered interview clips are carefully written and ordered so curiosity becomes the engine of investigation.
The Legend of Zelda and Zelda II's Dungeon Design
The first two Zelda games established bosses, items, keys, locked doors, and maze-like dungeons, but they also show why later games had to refine the formula.
How to make a good platforming character (Developing 6)
A slow, floaty prototype character becomes a sharper platforming hero by focusing on movement feel, simpler throwing, animation personality, and accessibility.
How Cuphead's Bosses (Try to) Kill You
Cuphead bosses are memorable because their attacks turn movement into the real test: learn the pattern, read the tell, react under pressure, and survive the layers.
The Birth of the Japanese RPG
Japanese RPGs were shaped by tabletop role-playing, American computer RPGs, console limits, manga influence, accessibility, and a long chain of design reinterpretation.
The Legend of Zelda: Oracle of Ages and Seasons' Dungeon Design
Oracle of Ages and Oracle of Seasons build 16 strong Zelda dungeons by complicating a familiar structure: find the item, backtrack, earn the boss key, and reach the boss.
Following the Little Dotted Line
Waypoint trails can make open worlds easier to read, but they can also turn exploration into blind obedience instead of observation and investigation.
Roguelikes, Persistency, and Progression
Roguelikes and roguelites both use random generation and repeated runs, but persistent upgrades change what failure means and what success proves.
The World Design of Metroid Prime 2: Echoes
Metroid Prime 2: Echoes splits Aether into digestible temple-like regions, making exploration easier to manage while creating a few sharp structural problems.
What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise
Mirror's Edge Catalyst added an open world, but Burnout Paradise shows why a sandbox only works when events, routes, mastery, and rewards all use the city.
Making Ori and The Will of the Wisps' Best Level
Windswept Wastes shows how a level can grow from sketches, prototypes, and one expressive movement ability into a full Metroidvania area.
Super Mario's Invisible Difficulty Settings
Super Mario rarely uses a normal difficulty menu. Instead, its levels and world structures let players slide between easier, normal, and harder paths while they play.
Playing Past Your Mistakes
If designers want players to keep going after mistakes, the game has to make setbacks tolerable, recoverable, consequential, or interesting enough to live with.
The Best Games from the 2024 Game Jam
The strongest entries used size and scale as more than a theme: they turned growth, shrinking, framing, nesting, and changing dimensions into playable ideas.
How Jusant Makes Rock-Climbing More Immersive
Jusant makes climbing engrossing by connecting controller input to hands on the wall, then adding rope, pitons, route planning, and a clear sense of designer intention.
The Legend of Zelda: Breath of the Wild's Dungeon Design
Breath of the Wild replaces traditional Zelda dungeons with moving divine beasts, bite-sized shrines, and an open Hyrule Castle. The result is bold, clever, and uneven.
Can we Improve Tutorials for Complex Games?
Complex games often frontload too much learning before players are invested. Better tutorials can spread lessons out, create hands-on problems, and use familiar interfaces.
The 100 Games That Taught Me Game Design
One of the best ways to learn game design is to play widely. These 100 games each reveal one useful lesson about mechanics, systems, structure, feedback, storytelling, or player expression.
How To Combine Video Game Genres
Great genre mash-ups are not made by throwing mechanics into a pot. They work when each genre has a clear job, a shared focus, and a reason to strengthen the rest of the design.
Downwell's Dual Purpose Design
Downwell is elegant because almost every element does two or three jobs. The result is a game with speed, depth, risk, readability, and tough decisions built from a tiny set of parts.
The 3 Types of Detective Game
A good detective game is not just a game about detectives. It asks players to think critically about clues, lies, leads, and evidence, then proves that thinking without giving the answer away.
The 4 "P"s of DOOM's Amazing Combat
A single DOOM Eternal fight shows why the series feels so intense: every second asks players who to kill, what to use, how to recover, and where to move next.
The stuff no one tells you about game development (Developing 7)
The invisible work of game development is not flashy, but it determines how fast a project can grow. Menus, managers, persistence, progression, and editor tools can turn a fragile prototype into something easier to build.
Depth, Mastery, and Vanquish
Vanquish may look like a cover shooter, but its real identity comes from the same design values that define great action games: approachable basics, expressive depth, and a skill ceiling worth chasing.
How Accessible Were 2021's Games?
Accessibility became increasingly common in 2021 games. The next challenge is making those options robust, reliable, and genuinely useful for the players who depend on them.
How To Think Like A Game Designer
Borrowing mechanics is normal, but copying them blindly can break a game. The useful question is not just what the mechanic does, but how it makes players act and feel.
What's The Point Of Hard Games, Anyway?
Difficulty is not one blunt setting. It is a collection of design tools that can create triumph, reinforce a world, teach mastery, or push players into frustration.