So You Want to be a Game Designer? --- [Game Design Resource MEGAPOST]

ModThe Djinn·12/11/2015, 6:18:08 PM·7 votes·1,401 views

Hey Concepts & Creations!

Here's a collection of my favorite resources for learning game design theory. The links below contain game design philosophy, best practices, common pitfalls, in-depth analysis, and dozens and dozens of other things that aspiring designers (and professional designers) can learn a lot from.

I intend to keep adding to them as I discover more (and as I have time), and I welcome your contributions as well! If I like a suggested link, I'll add it to the list.

##Please upvote this if you find it useful: I'd like people to be able to locate these resources.

With that in mind, let's move on to the list.

#Free Game Developer's Conference Videos / Slideshows

GAME DEVELOPERS CONFERENCE VAULT - Find more free videos on a variety of topics.


#Design Blog from ex-Rioter Xelnath Some great tidbits of design advice can be found by browsing through the archives on xelnath.com. I would specifically recommend starting with this post and the links it contains.

#The Big List of Game Design When I have time, this category will be further broken down into links. In the meantime, here's hours upon hours of game design reading for your enjoyment.

#The Big List of Postmortems Similar to The Big List of Game Design, this is a list of post-launch (and post-death) analysis of indie titles and AAA titles, which delves into what works, what doesn't, and why. Dig into it here.



#---MORE TO COME---

3 Comments

Brascus12/12/2015, 9:52:10 AM2 votes

Bumping for justice!! Thanks for the links, I guess i'll try and chip in with: http://gamedev.stackexchange.com/questions/tagged/game-design?sort=votes&pageSize=15

Sigismund12/12/2015, 3:56:24 PM1 votes

Awesome Links!

The "Broadening the Genre" talk was particularly interesting to me because it gives you a glimpse at Riot's old goals regarding LoL (Dominion being the notable one) and is a cool point of reference for seeing in what ways their design direction has changed and/or remained similar (In addition to giving an explanation for their early design goals when first differentiating the game).

I'd love to tack on additional links that I come across, but I'm currently drawing a blank.