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game-design

Game design principles. GDD structure, balancing, player psychology, progression.

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game-design
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Game design principles. GDD structure, balancing, player psychology, progression.
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Read, Glob, Grep
# Game Design Principles > Design thinking for engaging games. --- ## 1. Core Loop Design ### The 30-Second Test ``` Every game needs a fun 30-second loop: 1. ACTION → Player does something 2. FEEDBACK → Game responds 3. REWARD → Player feels good 4. REPEAT ``` ### Loop Examples | Genre | Core Loop | |-------|-----------| | Platformer | Run → Jump → Land → Collect | | Shooter | Aim → Shoot → Kill → Loot | | Puzzle | Observe → Think → Solve → Advance | | RPG | Explore → Fight → Level → Gear | --- ## 2. Game Design Document (GDD) ### Essential Sections | Section | Content | |---------|---------| | **Pitch** | One-sentence description | | **Core Loop** | 30-second gameplay | | **Mechanics** | How systems work | | **Progression** | How player advances | | **Art Style** | Visual direction | | **Audio** | Sound direction | ### Principles - Keep it living (update regularly) - Visuals help communicate - Less is more (start small) --- ## 3. Player Psychology ### Motivation Types | Type | Driven By | |------|-----------| | **Achiever** | Goals, completion | | **Explorer** | Discovery, secrets | | **Socializer** | Interaction, community | | **Killer** | Competition, dominance | ### Reward Schedules | Schedule | Effect | Use | |----------|--------|-----| | **Fixed** | Predictable | Milestone rewards | | **Variable** | Addictive | Loot drops | | **Ratio** | Effort-based | Grind games | --- ## 4. Difficulty Balancing ### Flow State ``` Too Hard → Frustration → Quit Too Easy → Boredom → Quit Just Right → Flow → Engagement ``` ### Balancing Strategies | Strategy | How | |----------|-----| | **Dynamic** | Adjust to player skill | | **Selection** | Let player choose | | **Accessibility** | Options for all | --- ## 5. Progression Design ### Progression Types | Type | Example | |------|---------| | **Skill** | Player gets better | | **Power** | Character gets stronger | | **Content** | New areas unlock | | **Story** | Narrative advances | ### Pacing Principles - Early wins (hook quickly) - Gradually increase challenge - Rest beats between intensity - Meaningful choices --- ## 6. Anti-Patterns | ❌ Don't | ✅ Do | |----------|-------| | Design in isolation | Playtest constantly | | Polish before fun | Prototype first | | Force one way to play | Allow player expression | | Punish excessively | Reward progress | --- > **Remember:** Fun is discovered through iteration, not designed on paper. --- > Converted and distributed by [TomeVault](https://tomevault.io) | [Claim this content](https://tomevault.io/claim/davila7/claude-code-templates) <!-- tomevault:2.0:skill_md:2026-04-05 -->
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