Design Concepts (UPDATED)

6 years, 6 months ago 4
Posted in: Projects, Samples, Videos

Great game designers use similar concepts when creating game worlds. If you’re in the industry, you know what works and what doesn’t. Some of them you knew naturally, some others only through trial-and-error.

Each person has their own personal checklist for these. On top of that, each company or team brings another layer of labels to keep track of these. Providing a common language for these ideas can help you share ideas, suggestions, and feedback with others quickly.

Presented here are all of those that’ll make your levels and gameplay great! It’s a constantly evolving collection, so check back once in awhile.

2008 Presentation

I presented an older version of this to the Six Days in Fallujah team a few years ago. That Powerpoint talk is included below. Be warned though… parts of it are out-of-date. Watching it will give you the general idea, however.


There’s plans to update this presentation with all the latest concepts (including open-world games) and substantially more visual aids.

Online Sections


4 Responses

  1. You’ve been doing some really interesting posts on your blog lately…good read’n, and the vintage video(s), so good.

  2. Glad you’re enjoying ’em, Kevin! It takes a little bit of effort, but I’m sure I’ll appreciate it when I’m 80 years old and wonder what the hell I use to do when I was spry.

  3. Now that’s cool… As someone that plays some of these games, I’ve sometimes felt that something “really worked”, or “seemed broken”. This actually breaks down the concepts and the lingo enough to figure out what it is!

  4. Hey Chris! Yeah, I spot these all the time now. Just saw a couple in Diablo 3 the other day — like always finding a dead body to loot at dead ends. Cool to hear it made sense to you (as a player not a maker).

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