| name | game-design |
| description | Game design principles. GDD structure, balancing, player psychology, progression. |
Game Design Principles
Design thinking for engaging games.
1. Core Loop Design
The 30-Second Test
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
Loop Examples
| Genre |
Core Loop |
| Platformer |
Run → Jump → Land → Collect |
| Shooter |
Aim → Shoot → Kill → Loot |
| Puzzle |
Observe → Think → Solve → Advance |
| RPG |
Explore → Fight → Level → Gear |
2. Game Design Document (GDD)
Essential Sections
| Section |
Content |
| Pitch |
One-sentence description |
| Core Loop |
30-second gameplay |
| Mechanics |
How systems work |
| Progression |
How player advances |
| Art Style |
Visual direction |
| Audio |
Sound direction |
Principles
- Keep it living (update regularly)
- Visuals help communicate
- Less is more (start small)
3. Player Psychology
Motivation Types
| Type |
Driven By |
| Achiever |
Goals, completion |
| Explorer |
Discovery, secrets |
| Socializer |
Interaction, community |
| Killer |
Competition, dominance |
Reward Schedules
| Schedule |
Effect |
Use |
| Fixed |
Predictable |
Milestone rewards |
| Variable |
Addictive |
Loot drops |
| Ratio |
Effort-based |
Grind games |
4. Difficulty Balancing
Flow State
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
Balancing Strategies
| Strategy |
How |
| Dynamic |
Adjust to player skill |
| Selection |
Let player choose |
| Accessibility |
Options for all |
5. Progression Design
Progression Types
| Type |
Example |
| Skill |
Player gets better |
| Power |
Character gets stronger |
| Content |
New areas unlock |
| Story |
Narrative advances |
Pacing Principles
- Early wins (hook quickly)
- Gradually increase challenge
- Rest beats between intensity
- Meaningful choices
6. Anti-Patterns
| ❌ Don't |
✅ Do |
| Design in isolation |
Playtest constantly |
| Polish before fun |
Prototype first |
| Force one way to play |
Allow player expression |
| Punish excessively |
Reward progress |
Remember: Fun is discovered through iteration, not designed on paper.