game design

Syllabi: Teaching with & about Games

“Courses cover game development and design, but also treat games as a topic in fields such as computer science, history, media studies, and rhetoric. In other words, video games are not just an economic force (they make lots of money and so we should teach students to make them) nor are they only a psychological force (games teach people violence and so we need to study policy to limit them); they are also a cultural and creative force, and courses are cropping up that attend to games in this particular framework…This special issue of the Syllabus Journal, then, offers a multi-disciplinary approach to video game studies.” – Issue Overview

The Art of Game Design

“Good game design happens when you view your game from as many perspectives as possible. Written by one of the world’s top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology.” – Publisher

How I Teach Game Design

“Why should you read some blog post about how someone teaches? I started out wanting to write a series of essays in order to share my teaching techniques – syllabi and readings, concepts and methods, exercises and assignments. However, early on in the process I realized that I was not just writing about how to teach game design. These short pieces are really about how to learn game design.” – Eric Zimmerman

Integrating Climate Change Mechanics Into a Common Pool Resource Game

“The topic of climate change offers unique challenges to simulation game designers largely because standard game mechanics fail to capture the complexity of this real-world problem. Climate change dynamics are characterized by the second-order delayed effects of carbon emissions on global temperatures and by political actors, who often have unique individual goals and asymmetrical abilities.”

Meeple Like Us

“We’re a group of gaming academics, developers, hobbyists and enthusiasts. We have a keen interest in board games, tabletop games, video games, and all things in-between. It is our intention on this site to offer reviews and teardowns of tabletop gaming titles. We’ll be looking at these with an emphasis on the wider context of the games, especially that of how accessible the games are in a physical, cognitive or sociological sense.” – Meeple Like Us

Game A Week

“That’s when I realised that design experience isn’t in the size of your games, or even in the scope of it – it’s in the number of projects you’ve been through. That sounds like a ridiculous claim to some, but let’s run through the mental stages of developing a game the way I see them: conceptualisation, identification, development, polish and release. Everybody has a different expression of these stages, but everybody goes through them for each released project.” – Rami Ismail

Game & Type

“Featuring critical analysis, interviews, and a large archive of UI examples, Game&Type is a handy resource for game developers, designers, and enthusiasts. We’re here to celebrate good design and provide constructive criticism to improve the quality of UI/UX design in video games. And we’ll always be ad-free.” – Game & Type