🎯 Game Design

Game Design Hub Infographic

This section gathers all knowledge about the rules, systems, and structures of a game — the logical brain behind every gaming experience.

Articles in this group

  • Game Mechanics: The MDA framework, feedback loops, skill trees.
  • Layers of Engagement: Analysis of the 4 layers of objectives and 4 psychological anchors that retain players.
  • Game Genres: An encyclopedia categorizing game mechanics from Action to Puzzle.
  • Game Themes: A synthesis of storyline context directions (Sci-Fi, Horror…).
  • Level Design: The art of directing the player experience through space.
  • Narrative Design: Weaving the storyline into gameplay, from linear to branching.
  • Hitbox: The invisible collision zones that determine every hit.
  • I-frames: Invincibility frames, the classic dodging mechanic.
  • Frame Rate: Frame Data and the art of manipulating combat tempo.
  • Emotional Design: The philosophy of emotional design — every system must have a clear emotional goal.
  • Bartle Player Types: Richard Bartle’s taxonomy framework of 4 player types (Killers, Achievers, Socializers, Explorers).
  • Game Experience Breakdown: The anatomy of 15 core game experiences — each experience being the intersection of 2 design elements.
  • Game Balancing: The art of managing player time and distributing resources to keep the game ecosystem fair.
  • 10 Game Design Rules: 10 immutable principles about player psychology that help navigate all design decisions.
  • FTUE: The first 15 minutes of experience that dictate the life or death of a game (First Time User Experience).
  • Boss: Definition of Boss mechanics and stratification in combat design.
  • Checkpoint: Definition of Checkpoints as progress saving structures in level design.
  • Co-op: Mechanics of cooperative multiplayer and social interaction in games.
  • Cool-down: Function of cool-down as a pacing and resource control mechanism.
  • Creep: Definition and role of Creeps as resource units in combat loops.
  • Drop rate: Concepts of Drop Rate, RNG, and loot tiers in game economy.
  • Dynamic Difficulty Adjustment: DDA, implicitly changing challenge parameters based on player performance.
  • EXP: Experience Points, the virtual unit measuring the progress and growth of the player.
  • Emergent Gameplay: Complex intersecting interaction scenarios that automatically form due to colliding interactions.
  • Encounter Design: A specialized subsystem of spatial design and combat algorithms.
  • Faucets and Sinks: Two pillar concepts in designing a Game Economy.
  • Feedback Loop: A cyclical computational loop describing a continuous cause-and-effect process.
  • Flow: The Flow State — the perfect channel between boredom and anxiety.
  • Frustration Factor: FUUU Factor, a scale measuring the player’s emotional frustration.
  • God-view: An omniscient perspective design method placing the display viewpoint from high above.
  • Grinding: Player behavior of repeatedly performing a specific action to accumulate resources.
  • Leaderboard: A data chart interface directly juxtaposing user stat achievements.
  • Narrative: Story / Plot - the manner in which a story is conveyed to the player.
  • Obstacles: Environmental technical parameters programmed to hinder the player’s linear movement flow.
  • Overpowered: OP, a situation where an entity possesses overwhelmingly superior power.
  • PVP & PVE: Player vs Player and Player vs Environment formats.
  • Pacing: The distribution chart of impact frequency and event stimulation intensity.
  • Pity System: A hidden mathematical design system intended to mitigate bad luck against RNG.
  • Progression: The growth and unlocking of power, skills, and system access.
  • RNG: Random Number Generation, the core mathematical algorithm generating unpredictable data.
  • Retention: The percentage of players who return to an application after installing it.
  • Skill Tree: A branching root-like interface system helping describe the player’s progress.

51 items under this folder.