Game design is not about building games—it’s about creating experiences.


✨ 1. The Designer’s Role: Listener & Visionary

  • Listen to your team, audience, client, and even yourself.
  • Create experiences; without them, games are just code and art.

TOL (Tool of Learning): What emotion do I want my player to feel? Why?


🧠 2. Foundations: Psychology, Anthropology & Design

  1. Psychology: How players think and feel.
  2. Anthropology: Cultural venues (private, public) where games live.
  3. Design: Solving problems with creativity.

“People may forget what you said, but they’ll never forget how you made them feel.” — Maya Angelou


🎲 3. Fun & Play

  • Fun = Pleasure + Surprise
  • Play is manipulated curiosity.

TOL: What question does my game put into the player’s mind?


🔑 4. Key Qualities of Games

Games are voluntary, goal-driven, conflicted, rule-based, and interactive. They can be won or lost, offer challenge, and generate internal value.

QualityDescription
GoalsClear objectives
ConflictObstacles or opposing forces
RulesBoundaries that shape play
ChallengeSkill, chance, and meaningful choices
FeedbackImmediate responses to player actions

TOL: What is valuable to the players in my game?


🧩 5. Problem Solving & Puzzles

  • Games are problem-solving activities approached playfully.
  • Remove problems → remove the game.

TOL: How can my game generate new problems so players return?


⚙️ 6. The Four Elements of Game Design

  • Mechanics: Rules, actions, chance.
  • Story: Narrative arc, characters, transformation.
  • Aesthetics: Visuals, sound, emotional tone.
  • Technology: Medium that makes play possible.

TOL: What makes my game feel powerful and special?


🌟 7. Theme & Problem Statements

  • Theme: The unifying idea that gives meaning.
  • Problem-first: Love the problem, not the solution.
  • Good statement: Defines both goal and constraint.

TOL: What core problem am I solving? Is a game the best solution?


🚀 8. Flow & Motivation

Flow requires:

  • Clear goals
  • No distractions
  • Direct feedback
  • Gradual challenge

Mental Needs: Competence, autonomy, relatedness.

“Different isn’t always better, but better always different.” — Scotty Meltzer


📖 9. Storytelling in Games

  • Games generate stories during play.
  • Choices and conflicts create varied narratives.
  • Story Tips: Goals → Obstacles → Conflict → Transformation.
TipExplanation
SimplicityWorld simpler than reality
TranscendencePlayer more powerful than in real life
UnityCohesive narrative even in branching paths

🗺️ 10. World & Level Design

  • Freedom vs. Guidance: Feel free without feeling lost.
  • Visual flow: Guide the eye effortlessly.
  • Transmedia: Cohesive, intuitive, story-rich worlds.

TOL: How is my world better than reality?


🤝 11. Community & Collaboration

  • Four elements: Membership, influence, fulfillment, shared emotion.
  • Teamwork: Communication keys—objectivity, respect, trust, love.
  • Encourage help and self-expression in multiplayer.

🔍 12. Playtesting & Iteration

  • Collect feedback: Surveys (visuals, timely), interviews (scripted).
  • FFWWDD: Frustrations, favorites, missing features, wand wishes, actions, descriptions.
  • Use data intelligently to refine design.

🛠️ 13. Technology & Innovation

  • Foundational vs. Decorational: New tech enables new experiences.
  • Hype Cycle: Trigger → Peak → Trough → Slope → Plateau.
  • Ask: How can new tech become foundational to my game?

“Form follows function. Form follows fun. Form follows funding.”


📈 14. Pitching & Business

  • Pitch: Know what you want and what they want.
  • Barriers: Technical, hardware, expertise, distribution, imagination, relationships, uncertainty.
  • Follow the money: Understand audience play and pay habits.

🎉 Conclusion

Great games craft memorable experiences through psychology, narrative, mechanics, and technology. Listen to players, solve meaningful problems, and keep innovating—because games change people.

“The only responsibility of a game company is to make money. The responsibility for making games do good lies solely with you.”

Ready to design your next masterpiece? 🚀🎮


Source: Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press.