Design before tools
Work with rules, paper and a pencil before choosing an engine.
THE PLAYGROUND / 001Every path starts with a decision.Explore the decisions behind the games we play. Thoughtful PDF guides on mechanics, level design and the art of iteration.
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.
From a first paper map to a connected design study.
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Work with rules, paper and a pencil before choosing an engine.
Read a section, try an exercise and return when you are ready.
Use concrete examples to connect an abstract principle to a design decision.
Observe a playtest, change one variable and compare what happens.
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 ↗Imagine a room with two exits. Add a key, a timer or a one-way door. Each constraint asks the player a different question.
A key turns the room into an exploration problem. Place a clue where the player can notice it.