Homepage
Open in app
Sign in
Get started
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.
About
Join Us
Dagon Graphics
Follow
Lessons from Making a Game in 48 hours
Lessons from Making a Game in 48 hours
Concept, production, playtesting, and motivation
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
Yvens Serpa
Jan 21
Join Us
Join Us
How to join us as a writer.
Yvens Serpa
Oct 2, 2022
The Cores of Game Design: A Publication
The Cores of Game Design: A Publication
About the publication
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.
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…
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.
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.
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.
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.
Yvens Serpa
Sep 11, 2020
About Cores of Game Design
Latest Stories
Archive
About Medium
Terms
Privacy