A banner showing a stick-figure head with long hair, and five thought bubbles spreading out from it. Each thought bubble has minimalistc icons in it, depicting things like swords, treasure chests, health packs with parachutes, ghosts, and more.

A Game Designer’s Aesthetic

In the first article, I discussed game design patterns, and called them the brushstrokes of game design. In the second article I discussed game genres, and described how they were organic groupings of design patterns that had, over time, been given names. In the third article I discussed game design choices, and how we make them.

It’s time to finally talk about what a personal game design aesthetic is!

A diagram showing an abstract stick figure face with long hair. It has two arrows, one pointing left and one right. In either direction is a circle with a set of different icons in it. The icons are simple and show things like a sword, a stick figure swimming, a tower, and more.

A Game Designer’s Choices

Let’s talk about making choices. Full-time game designers typically make hundreds of choices every day. Most are tiny, some are more substantial. Most are made unconsciously or with only a second of thought, and most of the rest are decided quickly. These quick daily decisions are the engine of our game design aesthetic: they showcase it and refine it.

An image of a venn diagram. Two large circles that overlap in the center. A number of colorful icons with symbol black symbols on them are scattered around the image, some in the overlap, some int he individual circles, and some outside the circles.

 A Game Designer’s Genres

We can all list genres of games: FPS, action-adventure, roguelike, otome, hidden object, and so on. When someone uses these terms we (mostly) know what they mean, and they help to quickly summarize a lot of information. Developers use them as shortcuts to answer a lot of design questions, retailers and award shows use them to categorize, gamers use them to describe games to their friends, marketing uses them to set expectations. Everyone loves to argue about where exactly to draw the lines between them.

A set of 18 simple icons set atop a checkerboard grid. The icons are various colors, arrayed like a rainbow, and each icon has a solid black symbol: a sword, a shield, a person swimming, a tower, a ghost, a grave, and more.

 A Game Designer’s Brushstrokes

Let’s begin with a basic building block, one of our simplest functional units of game design: design patterns. This concept is borrowed from architecture, coined by architect Christopher Alexander and popularized in his landmark 1977 book, A Pattern Language. Alexander wanted to articulate, describe, and harness the dynamics that allowed architectural styles and forms to naturally evolve and respond to the life of their inhabitants and builders.

In the process he found a general-purpose way to describe a given art or design style from any context, not just architecture.

An image of a player who is aiming-down-sights with a destiny gun. There's fiery VFX in the air and the gun is firing a beam at an enemy combatant.

The Basics of Destiny Encounter Design

I realized that despite working on Destiny and Destiny 2 encounters for years, I’ve never really talked in any sort of detail about what goes into that. Let’s change that!

If you haven’t done it already, it’s worth reading my Fundamentals of FPS Gameplay article, which is a 5-10 minute read that I originally wrote for this Destiny article.

A screenshot from the ultimate fight at the end of the Undersea Palace in Chrono Trigger. The party members, as well as Schala and Magus, are all on the ground. The Queen sits atop Lavos, casting a spell. Crono Is standing up, his final stand.

Breaking Game Rules for Dramatic Storytelling

As game designers, one of our most powerful dramatic tools is the rule break:

Those moments when we break a long-established rule for the purposes of punctuating and aligning with a dramatic story moment

This was a key philosophy for, say, Undertale’s game design, but you see it everywhere.

This may sound obvious to some folks, but I think it’s worth looking at more closely!

The logo for the Sacred Realms podcast. It resembles the logo and typefaces for Zelda 1, but with a white, gold and red color scheme.

Sacred Realms Podcast: Tears of the Kingdom

Sacred Realms is a Zelda retrospective podcast, where hosts Matthew and Lyndon Willoughby discuss the Zelda series as they replay all the games. I’m a frequent guest on the podcast, offering my perspective as both a game designer and a Zelda historian.

This time: Tears of the Kingdom! The first new 3D Zelda since I began contributing to the podcast. We dove into every topic we could think of, from the nature of awe in games to the nitty gritty of how physics and audio systems are implemented in games. A ton of fun!

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Putting Stakes in the Ground

A team can get really paralyzed waiting for things to be Decided™.

One of the most valuable things a senior can do on a team during production is make quick decisions to “put stakes in the ground” even on topics that are not yet 100% confirmed or aligned, and then document/broadcast those decisions.

Sometimes there are big unknowns or a lot of things that still need to fall into place, and while waiting, team members are blocked, or feel unsure, or like they need to make Plans A, B, C.

Cut the Gordian Knot: make a call and let people keep moving.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Center the Humans Making Them

“What’s your number one personal game design principle? And even better – does it have a cool name?”

The best games are made by centering the humans making them.

I thought about my answer to this for a few hours today, some folks may have seen me post and delete some replies, hahah.

But if I need just one? That truly encapsulates all my #1 priorities? This is it.