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Think Like a Game Designer

Think Like a Game Designer

The Step-By-Step Guide to Unlocking Your Creative Potential
by Justin Gary 2018 230 pages
4.12
100+ ratings
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Key Takeaways

1. Game Design is a Learnable Process: The Core Design Loop

The most important concept to understand as a game designer is what I call the core design loop.

The core design loop is the fundamental creative process used by great designers. It consists of six steps: Inspiring, Framing, Brainstorming, Prototyping, Testing, and Iterating. This process demystifies game design and makes it accessible to anyone with passion and dedication.

The loop begins with inspiration, where designers decide on the type of experience they want to create. Framing involves setting parameters and deadlines. Brainstorming is about generating as many ideas as possible without judgment. Prototyping brings the best ideas to life in a simple, testable form. Testing involves putting the prototype in front of players and observing their reactions. Finally, iteration uses the feedback to improve the design and start the cycle anew.

Key steps of the core design loop:

  1. Inspiring
  2. Framing
  3. Brainstorming
  4. Prototyping
  5. Testing
  6. Iterating

2. Overcoming Fear and Ego: The First Steps to Game Design

To get the most out of your testing sessions, you must learn to love criticism.

Fear and ego are the primary obstacles that prevent aspiring game designers from starting and improving their craft. Fear stems from uncertainty about the process and the potential for failure. Ego makes designers overly attached to their ideas, making it difficult to accept feedback and improve.

To overcome these barriers, designers must embrace imperfection and set deadlines. Accepting that the first attempts will be flawed allows designers to focus on learning and improvement rather than perfection. Setting deadlines creates urgency and helps combat procrastination. Additionally, learning to separate self-worth from the value of ideas is crucial. By viewing feedback as education for an "alien designer" rather than personal criticism, designers can more effectively use playtester reactions to improve their games.

Strategies to overcome fear and ego:

  • Embrace imperfection
  • Set and stick to deadlines
  • Separate self-worth from ideas
  • View feedback as education, not criticism

3. Brainstorming and Prototyping: Turning Ideas into Playable Games

There are no bad ideas.

Effective brainstorming involves three phases: creation, organization, and elimination. In the creation phase, designers generate as many ideas as possible without judgment. The organization phase involves grouping ideas and finding patterns. Finally, the elimination phase focuses on selecting the core idea to prototype.

Prototyping is about testing a core game concept as quickly and cheaply as possible. The goal is not perfection but learning. A prototype consists of three elements: rules, components, and questions to be answered through testing. Designers should aim for simplicity, using existing tools and components when possible. The key is to create something playable that can test the core mechanic, even if it's not pretty or complete.

Prototyping principles:

  1. Your first prototype is going to suck (and that's okay)
  2. Be lazy - use existing components when possible
  3. Find the right audience for early feedback
  4. Play through the game mentally before finalizing the prototype
  5. Use flexible tools for easy modifications

4. Testing and Iteration: The Heart of Game Design

Testing leads to failure, and failure leads to understanding.

Effective testing requires designers to set aside their ego and observe player behavior closely. The goal is not to prove the game is good but to learn how it can be improved. Designers should pay attention to facial expressions, mistakes, uncertainty, and emotional reactions during playtests.

Iteration involves evaluating feedback and using it to improve the game. There are three possible outcomes after testing: the core concept works, doesn't work, or partially works. If the concept works, designers should focus on refining and supporting it. If it doesn't work, they should learn from the failure and try a new approach. For mixed results, designers may need to try again with a different group or let the idea sit before coming back to it with fresh eyes.

Key aspects of testing and iteration:

  • Observe player behavior closely
  • Ask targeted questions after playtests
  • Be prepared for three possible outcomes: success, failure, or mixed results
  • Use feedback to guide the next iteration
  • Don't be afraid to let ideas sit if you're unsure how to proceed

5. The Five Phases of Game Design: From Concept to Polish

Efficiency, which is doing things right, is irrelevant until you work on the right things.

The five phases of game design provide a structure for moving from initial concept to a finished product. These phases are Engine Design, Engine Development, Component Design, Component Development, and Polish. Each phase focuses on different aspects of the game, allowing designers to concentrate on what's most important at each stage.

Engine Design establishes the core game loop and fundamental tension. Engine Development refines the basic framework and rules. Component Design creates the individual elements players interact with. Component Development balances strategies and emphasizes fun play patterns. Polish adds the final touches that make the game look and feel professional, including art, story, and user interface.

The five phases of game design:

  1. Engine Design
  2. Engine Development
  3. Component Design
  4. Component Development
  5. Polish

6. Creating Elegant Games: Simplicity is Sophistication

Simplicity is the ultimate sophistication.

Elegant game design achieves depth of strategy and emotion with minimal rules and components. The key principles are having as few rules as possible, using the minimum necessary components, chunking information, and teaching in steps.

To create elegant games, designers should focus on their core mechanic and cut anything that doesn't support it. They should look for ways to use components in multiple contexts to reduce complexity. Information should be presented in easily digestible chunks, often using theme, organization, and imagery to help players understand complex systems. Finally, games should introduce concepts gradually, allowing players to master skills before introducing new ones.

Principles of elegant game design:

  1. Have as few rules as possible
  2. Use the minimum necessary components
  3. Chunk information for easy understanding
  4. Teach concepts in gradual steps

7. Excitement and Depth: Keeping Players Engaged

Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep.

Excitement in games comes from uncertainty and big moments. Randomness, when used correctly, can create exciting situations and increase replayability. However, it's important to balance randomness with player skill to maintain engagement. Big moments, such as game-changing decisions or unexpected events, create memorable experiences.

Depth in games comes from complex decision spaces, player psychology, and time-restricted decisions. A game with depth allows players to continually learn and improve their strategies. This can be achieved through counterstrategies, hidden information, and personal discovery mechanics. The goal is to create a game that is "easy to learn, difficult to master" for the target audience.

Sources of excitement and depth:

  • Randomness (balanced with skill)
  • Big moments (game-changing decisions, unexpected events)
  • Complex decision spaces
  • Player psychology (counterstrategies, hidden information)
  • Time-restricted decisions
  • Continuous learning opportunities

8. Understanding Player Motivations: The Key to Compelling Games

Motivation is the art of getting people to do what you want them to do because they want to do it.

Player motivations can be categorized into five main types: Aspiration, Expression, Connection, Immersion, and Growth. Understanding these motivations helps designers create games that appeal to their target audience.

Aspiration is about proving oneself and overcoming challenges. Expression allows players to showcase their creativity and personality. Connection focuses on social interaction and cooperation. Immersion lets players escape into a different world or story. Growth satisfies the desire to learn and improve. By incorporating elements that cater to these motivations, designers can create more engaging and satisfying game experiences.

The five main player motivations:

  1. Aspiration (competition, achievement)
  2. Expression (customization, roleplaying)
  3. Connection (socializing, helping)
  4. Immersion (experiences, story)
  5. Growth (learning, rewards)

9. Monetization Strategies: Turning Passion into Profession

Making money is art and working is art and good business is the best art.

Monetization strategies should be integrated seamlessly into game design. There are various models, including single purchase, expandable content, subscriptions, microtransactions, and collectible games. The choice of model depends on the game's design and target audience.

When designing for monetization, the primary goal should be to deliver value to players. The cardinal rule is to ask, "If I were the target audience, would I be thrilled to play and pay for this game?" Ethical monetization creates a win-win situation where players feel they're getting more value than they're paying for, and designers can sustain their work.

Common monetization models:

  • Single purchase
  • Expandable content (DLC, expansions)
  • Subscriptions
  • Microtransactions
  • Collectible games (randomized content)

10. Publishing Your Game: From Prototype to Product

I had a period where I thought I might not be good enough to publish.

Publishing a game involves either selling it to a publisher or self-publishing. For new designers, selling to a publisher is often the recommended first step. This process involves attending conventions, pitching your game effectively, and building relationships in the industry.

Key strategies for selling your game include having a concise elevator pitch, being able to explain your game in 15 minutes or less, and taking feedback well. It's important to focus on building relationships and adding value to the community rather than immediate financial gain. Remember that even if a publisher doesn't take your game, the relationships you build can lead to future opportunities.

Tips for selling your game to a publisher:

  1. Attend gaming conventions
  2. Develop a compelling elevator pitch
  3. Be able to explain your game quickly
  4. Build relationships in the industry
  5. Take feedback graciously
  6. Focus on long-term success over immediate financial gain

Last updated:

Review Summary

4.12 out of 5
Average of 100+ ratings from Goodreads and Amazon.

Think Like a Game Designer receives mostly positive reviews, with an average rating of 4.12/5. Readers praise it as a solid introduction to game design, offering insights for both beginners and experienced designers. The book covers various aspects of game creation, from initial concept to monetization. Some reviewers appreciate the included exercises and real-world examples. Critical reviews mention that certain topics could have been explored more deeply, and the book sometimes oversimplifies complex concepts. Overall, it's considered a valuable resource for aspiring game designers.

Your rating:

About the Author

Justin Gary is a successful game designer and author known for his expertise in the gaming industry. He has firsthand experience in creating popular games and shares his insights through his book and podcast. Gary's approach to game design emphasizes the importance of understanding player experiences and emotions. He advocates for iterative design processes, simplicity in game mechanics, and respecting player instincts. Gary's writing style is described as engaging and accessible, making complex design concepts understandable for beginners. His background as both a lifelong gamer and professional designer lends credibility to his teachings and allows him to provide practical advice for aspiring game creators.

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