Skip to content

The Craft · Making games

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 ↓

Seven counters. Your turn.

You can take one or two.

Take one6 left for the other player

Take two5 left for the other player

Your move changes the choice you leave behind. What happens when taking the last counter loses instead of wins?Try changing one rule →

Current material

Explore the current material

Explore chance and aiming in Maths for Games, or explore controls and response in Game Feel. Each module starts from a useful question; these are independent routes, not a required course order.

Planned modules

More of The Craft

These modules define where we are heading. Their lessons are still to come.

Game Design

Shape rules, goals, choices and challenges. Explore levels, resources and progression, and test what makes a game interesting.

Game AI

Build entities that perceive, remember and choose. Explore states, navigation, decision-making and coordination.

Game Data and Algorithms

Represent worlds, entities and events. Compare grids, pools, spatial queries, histories and the cost of processing them.

Graphics and Animation

Create and render images that communicate the game. Explore sprites, tiles, palettes, fonts, animation and how geometry becomes pixels.

Sound and Music

Create the audible experience through sound effects, rhythm, melody, synthesis and arrangement, then integrate it with play.

Accessibility, debugging and performance run through these subjects. Physics, collision, cameras, procedural generation and level design will develop within the relevant modules.

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.

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.