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Cores of Game Design

Cores of Game Design is a publication focused on high-quality content for learning, improving, and enhancing your Game Design and Development knowledge.

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Lessons from Making a Game in 48 hours

Concept, production, playtesting, and motivation

14 min readFeb 23, 2023

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This piece discusses the main lessons I have learned from my experience joining Game Jams, especially the latest edition of the Global Game Jam (GGJ 2023), as a follow-up to my previous article on how to prepare for it.

More specifically, this article discusses points and takeaways on how my programming approach, designing and art production improved over making games in short periods. For this last edition of the GGJ, I solo developed, designed, and produced the art assets for a game, New Roots, in 48 hours. The game is currently available for free on my itch.io page.

Furthermore, I elaborate on how these processes are interweaved with my philosophy and beliefs on what constitutes good and creative game design.

Paisagem, by Jerônimo José Telles Júnior (1851–1914). Source: Wiki Commons.

Theme, Mechanics and Gameplay

A solid base of one game mechanic and one goal is the easiest and more stable approach to a game jam. One mechanic and one goal are enough to form a complete prototype and start playtesting.

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Cores of Game Design
Cores of Game Design

Published in Cores of Game Design

Cores of Game Design is a publication focused on high-quality content for learning, improving, and enhancing your Game Design and Development knowledge.

Yvens Serpa
Yvens Serpa

Written by Yvens Serpa

I'm a Brazilian teacher currently working at Saxion University (Enschede, NL) for CMGT. I write every day for education, programming, and as a hobby. [@yvensre]

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