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Cover of Game Design Patterns

Game Design Patterns

Find the fun and keep players playing.

Principles for designing games that are fun to play and worth returning to. For designers, producers and anyone on a game team, the cards move from finding a vision and a compelling core loop to building depth from simple systems, creating levels and content, polishing game feel and onboarding, and proving and balancing the design through testing. Examples lean mobile, but apply to any game.

55 cards · 6 suits · 5 recipes · 2 missions

What's inside

A few cards

Illustration for Player Fantasy
Vision

Player Fantasy

Name the role or feeling the player wants to live, in one sentence, before you design anything else.

Illustration for Verbs First
Core Loop

Verbs First

List what the player actually does, then keep only the few verbs that matter.

Illustration for Teach, Test, Twist
Content

Teach, Test, Twist

Introduce a mechanic safely, test it, then combine it with something new.

One card in full

Illustration for Game Feel
Feel and Onboarding

Game Feel

If the core action isn't satisfying with your eyes half closed, no content will save it.

Players decide whether a game feels good within seconds, long before they understand its rules. That judgement comes from tiny things: how fast a tap registers, how an object accelerates, how it settles. Steve Swink's idea of game feel treats this as real-time control plus polish, and it is something you tune, not something you hope for.

How to use it

  1. Isolate the single action players repeat most (tap, swipe, jump, drop) in an empty scene with no rewards.
  2. Write down three numbers for it: input-to-response delay, duration of the motion, and the easing curve.
  3. Make five variants that change one number each. Play each for two minutes and rank them blind.
  4. Add forgiveness where it costs nothing: input buffering, a few frames of grace, generous hit areas.
  5. Lock the winning values in a shared file so nobody nudges them by accident.

Example

Celeste lets you jump a moment after leaving a ledge and remembers a jump pressed slightly early, so the controls feel precise even when your timing isn't. Tetris pieces lock with a short delay that gives you one last nudge.

Watch out

  • Tuning feel on a fast development machine. Test on the slowest phone you support.
  • Hiding a sluggish action under effects. Fix the timing first, then add Juice.

Pair it with Find The Fun and Thumb Zone.

Recipes

Missions

Related decks

Monetisation Patterns

Earn fairly from players who love your game.

48 cards

LiveOps Patterns

Plan events that keep a live game fresh.

48 cards

Player Research Patterns

Learn what your players really want.

48 cards

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