+An open field guide to game development

From an idea to a game.
With understanding.

Principles that turn working code into a good game. Learn the foundations. Give your AI agent context. Share what you discover.

21 lessonsRU + ENOpen source
Your first game? Start small.One mechanic, one prototype, one clear next step.Find your scopeTest an idea in play.14 exercises with constraints, deliverables and prototype checks.Practice

Learning paths

Lessons, practice and a verifiable outcome
Find what you need across the whole knowledge base.Search lessons, mechanics, exercises, lenses and resources together.Open search

Lessons21

From the fundamentals to practice

Results: 21

Game design01

Scope and a testable prototype

Choose one question, limit the work, and decide what to do after evaluating a prototype.

Beginner·6 min
Foundations02

The game loop and time

Separate simulation speed from frame rate and verify pauses, frame drops, and focus changes.

Beginner·6 min
Foundations03

Input and feedback

Turn button presses into gameplay intent and show whether an action was accepted, rejected, or completed.

Beginner·6 min
Engineering04

Collision fundamentals

Separate overlap detection, physical response, and gameplay events; check boundaries, fast objects, and repeated damage.

Intermediate·6 min
Foundations05

States and transitions

Define legal character states, event priority, and transition checks without a growing tangle of flags.

Beginner·6 min
Game design06

Game feel: making actions readable

Tune response, emphasis, and effects so players understand an action while staying in control.

Beginner·6 min
Engineering07

A performance budget

Set a measurable target, locate the bottleneck with a profiler, and compare changes under the same conditions.

Intermediate·6 min
Workflow08

Developing a game with an AI agent

Write testable tasks, preserve project context, and accept changes based on observable gameplay behavior.

Beginner·6 min
Game design09

Choice costs and situational value

Compare options through time, resources and context to uncover a dominant choice.

Beginner·5 min
Game design10

Randomness and unlucky streaks

Separate average probability from a short session and decide whether the game needs limits on outcome streaks.

Intermediate·6 min
Game design11

Basic accessibility across a play session

Find barriers from launch to task completion: controls, text, cues, reaction time and camera motion.

Beginner·6 min
Workflow12

Verifying gameplay behavior

Turn “the mechanic is done” into reproducible scenarios with initial conditions, an action and an observable result.

Beginner·6 min
Game design13

Blockout: test space before art

Build a rough playable level around actual character dimensions, speed and camera to test a gameplay question.

Beginner·5 min
Game design14

Making a route readable

Give players landmarks and information for choosing a route while preserving room to explore.

Beginner·5 min
Engineering15

How an NPC selects an action

Separate eligibility, priority and execution so a character makes explainable decisions without rapidly switching between them.

Intermediate·6 min
Engineering16

Pathfinding and following a route

Choose a space representation and traversal costs while separating a computed path from actual NPC movement.

Intermediate·6 min
Engineering17

NPC perception and target memory

Separate world state from character knowledge: visibility, last observation, forgetting and readable reactions.

Intermediate·6 min
Game design18

Progression: capabilities and pacing

Check whether upgrades change player actions and whether increasing numbers conceal repetition of the same task.

Intermediate·5 min
Workflow19

Running a playtest with a concrete question

Prepare a short play session, separate observations from interpretations and choose the next change.

Beginner·5 min
Game design20

Teaching one mechanic through a level

Build a short sequence in which players try a rule, receive feedback and apply it in a new situation.

Beginner·5 min
Game design21

From world rules to player actions

Connect a fictional world to actions and consequences, then choose a small situation to test in a prototype.

Beginner·5 min

Detailed trees of player actions, variants and combinations for game design.

Reference01

Game design techniques

199 techniques from Game Mechanics: movement, combat, interfaces and environments with linked game examples.

Families: 199·Variants: 199
Reference02

Boss fights

Attacks, arenas, defense and cooperation: 124 techniques with game examples and links to full lessons.

Families: 124·Variants: 124
Reference03

Point-and-click adventures

Exploration, inventory, dialogue, deduction, puzzle systems and uncommon hybrids.

Families: 44·Variants: 355
Reference04

Detective games

Evidence, testimony, alibis, event reconstruction, hypothesis testing and accusation. Game examples and prototype checks.

Families: 32·Variants: 96
Reference05

Puzzles

Pattern recognition, rearrangement, routes, logic, physics, ciphers and rule discovery.

Families: 33·Variants: 334
Reference06

Dialogue

Reply choices, persuasion, deception, interrogation, character memory and conversation consequences.

Families: 36·Variants: 288
Reference07

Visual novels

Choices and consequences, relationships, story branches, repeat playthroughs and reading tools.

Families: 23·Variants: 230
Reference08

Deck building

Acquiring and removing cards, hand management, play costs, synergies and deck development.

Families: 19·Variants: 201
Reference09

Roguelikes and roguelites

Run structure, procedural generation, character builds, risk, death and progression between attempts.

Families: 40·Variants: 603
Reference010

Metroidvanias

Connected worlds, new abilities, access requirements, revisiting familiar places and discovering secrets.

Families: 25·Variants: 280
Reference011

Metroidbrainia

Progress through knowledge: discovering actions, object properties, world systems, languages and hidden rules.

Families: 12·Variants: 91
Reference012

RPG grinding

Repeatable activities, progression, economy, companions and automation: 110 techniques and 330 variants with rewards and constraints.

Families: 110·Variants: 330
Reference013

Children’s games

Open-ended play, toys, movement, creativity, adventures and shared activities for children.

Families: 44·Variants: 480
Reference014

Educational games

Subject tasks, inquiry, instructional support, collaboration and training simulations for children, teenagers and adults.

Families: 74·Variants: 829
Reference015

Drawing

Drawing as an object, route, spell or way to communicate. Precision, color, line physics and collaborative creation.

Families: 18·Variants: 150
Reference016

Investigative vision and perception

Exploratory vision and perception: Actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 1·Variants: 10
Reference017

Engagement, retention and addictive patterns

Engagement, retention, and addictive patterns: Actions, options, applications, and limitations. Complete list from the discussion, with search and sources.

Families: 20·Variants: 160
Reference018

Electronic devices in games

Electronic devices in games: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 33·Variants: 254
Reference019

Voice and sound

Voice input, auditory perception, sound as material and communication between players.

Families: 27·Variants: 324
Reference020

Phone touchscreen interactions

Phone touch screen: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 15·Variants: 120
Reference021

Mouse interactions

Mouse interaction: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 14·Variants: 162
Reference022

Physical keyboard interactions

Physical keyboard: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 21·Variants: 168
Reference023

Trackpad interactions

Trackpad Interaction: Actions, Options, Applications and Limitations. Complete list from the discussion, with search and sources.

Families: 11·Variants: 106
Reference024

Phone motion interactions

Phone motion sensors: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 12·Variants: 96
Reference025

Phone camera interactions

Phone camera: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 21·Variants: 168
Reference026

Phone microphone interactions

Phone microphone: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 18·Variants: 144
Reference027

Phone haptics

Phone vibration and tactile feedback: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 16·Variants: 160
Reference028

Phone flashlight interactions

Phone flashlight: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 12·Variants: 120
Reference029

Phone magnetometer interactions

Phone magnetometer: actions, options, applications and limitations. Complete list from the discussion, with search and sources.

Families: 12·Variants: 96
Reference030

Activity and profession simulators

Activity simulators turn observation, operation sequences and limited tools into a testable work task.

Families: 11·Variants: 44
Reference031

Automation and programming

Automation moves repeated work into a system; the player builds connections and identifies the limiting stage.

Families: 9·Variants: 36
Reference032

Traditional input devices

Controllers turn physical movement into game parameters; range, neutral position and feedback should agree.

Families: 2·Variants: 8
Reference033

Creativity, construction and free play

Creative mechanics constrain shape, connections and appearance while preserving the player’s choice of a personal result.

Families: 5·Variants: 20
Reference034

Economy and exchange

Economic rules connect production, allocation, commitments and exchange; prices should communicate scarcity and available alternatives.

Families: 10·Variants: 40
Reference035

Exploration and adventures

Exploration connects route choices to observation, new knowledge and the cost of returning.

Families: 6·Variants: 24
Reference036

Goals, difficulty, learning and feedback

Goals and feedback explain the value of an action, the causes of its result and ways to improve the next attempt.

Families: 6·Variants: 24
Reference037

Horror and tension

Horror builds decisions around limited certainty, defensive means and safe recovery time.

Families: 8·Variants: 32
Reference038

Children, education and accessibility

Learning tasks should assess the stated action while accessibility supports different motor and sensory channels.

Families: 4·Variants: 16
Reference039

Melee and combat systems

Contact combat: range, attack commitment, defense, combinations, grapples and managing groups of opponents.

Families: 9·Variants: 36
Reference040

Movement and platforming

Jumping, momentum, parkour, climbing, ropes, flight and swimming: controllable actions, rule variants and prototype checks.

Families: 10·Variants: 40
Reference041

Narrative, dialogue and investigation

Narrative challenges give players grounds for interpretation, observable consequences of choice and ways to revise a hypothesis.

Families: 7·Variants: 28
Reference042

Online worlds and participation

Online mechanics connect individual contributions to shared state, participation timing and explicit commitments between players.

Families: 10·Variants: 40
Reference043

Phones and built-in sensors

Sensors provide device-dependent signals; mechanics must check channel availability and distinguish measurements, noise and missing data.

Families: 2·Variants: 8
Reference044

Progression, rewards and retention

Progression changes player options and goals; rewards should explain new decisions and preserve useful stopping points.

Families: 6·Variants: 24
Reference045

Puzzles and reasoning challenges

Combining objects changes the puzzle board: one move’s output becomes the material for another decision.

Families: 1·Variants: 4
Reference046

Sound, music and rhythm

Musical action connects beat position, movement form and sound selection through shared feedback rules.

Families: 3·Variants: 12
Reference047

Role-playing systems

Role-playing systems connect character identity, party composition, equipment and consequential choices.

Families: 9·Variants: 36
Reference048

Roguelikes and run structure

Run structure connects limited resources, changing capabilities and failure consequences into a complete play cycle.

Families: 4·Variants: 16
Reference049

Organization and settlement management

Organization management allocates space, time, staff and services among competing needs.

Families: 10·Variants: 40
Reference050

Shooting and projectiles

Aiming, range, movement, ammunition and risk across ten forms of shooting games.

Families: 10·Variants: 40
Reference051

Social relationships and shared play

Social mechanics connect participants’ different capabilities through care, trust, coordination and conflicting commitments.

Families: 7·Variants: 28
Reference052

Spatial and alternative interfaces

Spatial and specialized input requires calibration, clear action confirmation and a way to continue after signal loss.

Families: 8·Variants: 32
Reference053

Sports and physical mastery

Sports mechanics connect execution precision to space, participant state and understandable scoring conditions.

Families: 10·Variants: 40
Reference054

Stealth, infiltration and escape

Stealth manages what observers know through visibility, suspicion, traces, decoys and escape routes.

Families: 8·Variants: 32
Reference055

Strategy games

Strategy connects production, territory, information and long-term commitments against an uncertain opponent.

Families: 10·Variants: 40
Reference056

Survival, crafting and construction

Survival connects supply consumption, environmental conditions and preparing a safe return; construction changes that relationship.

Families: 9·Variants: 36
Reference057

Systemic worlds, randomness and NPC behavior

A systemic world applies shared rules to multiple objects so players can predict new combinations from known interactions.

Families: 6·Variants: 24
Reference058

Cards, dice and tabletop mechanics

Tabletop mechanisms allocate limited actions and hidden information through cards, dice, positions and commitments.

Families: 10·Variants: 40
Reference059

Tactics and defense

Tactics and defense turn positioning, action order and preparation into limited resources.

Families: 10·Variants: 40
Reference060

Time, information and world rules

Time and space rules change action causality; the interface must show which state survives a transformation.

Families: 6·Variants: 24
Reference061

Vehicles, racing and machinery

Vehicle mechanics connect controls, momentum, routes and machine condition; the chosen simplifications should stay consistent.

Families: 10·Variants: 40

Lenses

Examine one problem from different perspectives and choose the next experiment.

Design review117

Game-design lenses

117 perspectives for reviewing concepts, player experience and game systems: Schell’s lenses and Deterding’s distinct method.

Jesse Schell · Sebastian Deterding
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