Mechanics, dynamics and player experience
Separate what the rules allow, what happens during play and what that tends to make players feel or do.
Area 01
Mechanics, systems, player experience, prototyping and balancing.
Choose the job
Edited library
11 focused entries currently cover this area.
Separate what the rules allow, what happens during play and what that tends to make players feel or do.
Shrink a large concept into a prototype that can answer one design question this lesson.
A short planning structure that exposes risk and scope before learners disappear into asset production.
A step-by-step official tutorial covering project structure, player movement, enemies, score and a complete small game loop.
A free, critical and practical online book covering process, layout, blockout, scripting, lighting, level studies and teaching notes.
Bob Nystrom's complete free-to-read web book on organising game code with practical patterns and trade-offs.
Combine an unusual mechanic and genre, then turn the novelty into one playable rule rather than a page of lore.
Structured prompts that keep peer feedback specific, evidenced and useful to the next production decision.
A quick browser-based map tool for thinking about route, space and encounter layout before opening a full game engine.