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The Craft · Game design

What makes a game worth playing?

A working program gives us something to play. The rules, choices, controls and feedback shape the experience. The Craft explores how to make those decisions, try them out and understand what changes.

Start with a question from a game you are making, or try the paper game below. You do not need to complete Foundations, choose a computer or know a programming language.

Try changing one rule ↓

Current material

Explore the module outlines

Maths for Games and Game Feel currently have outlines, rather than lesson sequences. They show the topics being developed; there are no completed Craft units to work through yet.

Try it on paper · Two players

Change one rule. Play again.

Put seven counters between you. Coins or small scraps of paper will do. Take turns removing one or two counters. Whoever takes the last counter wins.

  1. Play a round. Before each turn, say what you expect your choice to leave for the other player.
  2. Change the ending. This time, whoever takes the last counter loses. Keep everything else the same.
  3. Compare. Did a useful move become a poor one? Was there a point when one player could force the result, whatever the other chose?

Try a different starting number next. Change only that number, so you can tell which difference affected play. Swap who starts and compare again.

Planned coverage

Questions The Craft will explore

These are areas we intend to develop, not additional published modules. Paper experiments, diagrams and pseudocode will let us explore the design before choosing how to implement it.

Rules and decisions

What can the player do? What makes one choice different from another? Explore goals, resources, rewards and consequences.

Movement and time

Where can things move, and when? Explore boundaries, collisions, turns, rhythm and pressure.

Controls and feedback

Can the player tell what happened? Explore responsiveness, readable graphics, animation, sound and alternatives to colour-only cues.

Opponents and uncertainty

What should an opponent notice and decide? Explore behaviour, warning, predictability and chance. Game AI means decisions for game entities; machine learning is not a prerequisite.

Challenge and progression

How does the player learn, recover and try something harder? Explore difficulty, encounters, failure and retrying.

Testing and finishing

Does the game produce the experience we intended? Observe someone playing, change one thing and compare. Choose a scope we can finish.

Take an idea into a game

The system tracks guide you through building games in a particular language and machine. They explain the immediate design choice as you build; The Craft will give those questions room for deeper experiments and alternatives.

For programming concepts, explore Foundations. For concrete techniques to adapt, browse the Pattern Library and check each example’s language, requirements and limitations. A rule can transfer between games even when its implementation needs to change.