GartenrosiqsDESIGN / PLAY / REPEAT
An isometric game world with branching paths, sculptural trees and colourful puzzle architectureTHE PLAYGROUND / 001Every path starts with a decision.
GAME DESIGN, ONE IDEA AT A TIME

Small ideas.
Playable worlds.

Explore the decisions behind the games we play. Thoughtful PDF guides on mechanics, level design and the art of iteration.

10 learning pathsSelf-paced PDF guidesStart with a free map
01 / OUR MISSION

Think like a designer.
Keep the player in mind.

Game design begins with a question: what can a player do, and why does it matter? Our courses break that question into rules, spaces, choices and feedback. We make room for small experiments, careful observation and another draft.

02 / THE COURSE COLLECTION

Choose your next idea.

From a first paper map to a connected design study.
One-time prices in EUR. No subscription.

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03 / MADE FOR EXPLORATION

A little structure. Room to play.

Design before tools

Work with rules, paper and a pencil before choosing an engine.

Your own pace

Read a section, try an exercise and return when you are ready.

Ideas you can inspect

Use concrete examples to connect an abstract principle to a design decision.

Practice through revision

Observe a playtest, change one variable and compare what happens.

04 / NOT SURE WHERE TO START?

Your first level
starts on paper.

Begin with Free Map. Pick one player action, write three rules and sketch five connected rooms. Then ask someone to follow your map.

You will have a small design to discuss and a practical reason to explore mechanics, feedback and pacing.

Discover Free Map ↗
05 / A SMALL DESIGN EXPERIMENT

One rule changes the game.

Imagine a room with two exits. Add a key, a timer or a one-way door. Each constraint asks the player a different question.

Where should I look?

A key turns the room into an exploration problem. Place a clue where the player can notice it.