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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

    Lessons from Making a Game in 48 hours

    Concept, production, playtesting, and motivation
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Feb 23
    How to Prepare for the Global Game Jam

    How to Prepare for the Global Game Jam

    Basic principles for managing and making games under 48 hours
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Jan 21
    Join Us

    Join Us

    How to join us as a writer.
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Oct 2, 2022
    The Cores of Game Design: A Publication

    The Cores of Game Design: A Publication

    About the publication
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Oct 2, 2022
    The Pillars of Internal Economy — An Introduction to Game Economics

    The Pillars of Internal Economy — An Introduction to Game Economics

    This article explains the four pillars of Game Economics: Sources, Drains, Converters, and Traders. An example is given for further study.
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Oct 16, 2020
    The Faces of Domination— An Essay on Bartle's Killer Player Type

    The Faces of Domination— An Essay on Bartle's Killer Player Type

    This article discusses the nuances of the Killer Player type, exploring its controversies, as well as its model in the 8-Player Type…
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Oct 9, 2020
    On Building Levels — Quick Man’s Stage, Push & Pull, and Risk & Reward

    On Building Levels — Quick Man’s Stage, Push & Pull, and Risk & Reward

    This article explains the level design approaches of Push & Pull and Risk & Reward, using Quick Man's Stage from Megaman 2 as an example.
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Oct 2, 2020
    Progress as a Resource — Planning Your Game as a Gathering

    Progress as a Resource — Planning Your Game as a Gathering

    This article proposes a simple yet effective approach to analyze and plan games, based on the concept of progression resources.
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Sep 25, 2020
    Another Approach for Teaching Gameplay — Antepieces, Challenges, and Megaman X

    Another Approach for Teaching Gameplay — Antepieces, Challenges, an...

    This article explains the use of antepieces to achieve instructive level design, and also shows its usage in a Megaman X stage.
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Sep 18, 2020
    Player Types, Domination, and the Core Question of Your Game’s Design

    Player Types, Domination, and the Core Question of Your Game’s Design

    This article discusses the Bartle's Taxonomy, applying it to 2 examples and discussing where you should use it in your game design.
    Go to the profile of Yvens Serpa
    Yvens Serpa
    Sep 11, 2020
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