Game Design
Designing the rules, mechanics, core loops, narrative, and balance that give players meaningful choices.
Game design is the ability to craft rules, mechanics, narratives, and economic systems that deliver meaningful choices and fun to players. It combines sub-skills such as core loop construction, level design, numerical balancing, UX optimization, and live service operations. Understanding player psychology and data-driven decision-making are the key factors that distinguish higher-level designers.
Level Overview
| Level | Stage | Hashtags |
|---|---|---|
| Lv.1 | Entry | #MDA#CoreLoop#GDD#GameGenres |
| Lv.2 | Practice | #PaperPrototype#Playtesting#DifficultyCurve#LevelEditor |
| Lv.3 | Independent Design | #SystemDesign#NumericalBalancing#UXFlow#OnboardingDesign |
| Lv.4 | Integrated Ops | #GameEconomy#NarrativeDesign#LiveOps#ABTesting |
| Lv.5 | Meta Design | #MetaLoop#PlayerSegmentation#DesignProcess#KPIAnalysis |
| Lv.6 | Methodology | #LeadDesigner#GDCTalk#DesignPhilosophy#TalentDevelopment |
| Lv.7 | Paradigm | #GenreDefinition#DesignCanon#CulturalImpact#SchellLens |
Levels
Level 1
#MDA#CoreLoop#GDD#GameGenresLearning fundamental concepts and documenting simple game ideas.
You can distinguish the core components of a game — mechanics, dynamics, and aesthetics — and understand the basic structure of a game design document (GDD). You begin consciously analyzing rules and fun elements while playing existing games. You can organize simple ideas into documents, but cannot yet consider feasibility or balance.
What Comes Next
If you've checked off most of this list, you're ready for the Practice stage, building prototypes yourself and validating fun through playtesting. Schell's Book of Lenses approach suggests consciously observing MDA elements while playing existing games and documenting those experiences to build your design intuition.
Level 2
#PaperPrototype#Playtesting#DifficultyCurve#LevelEditorBuilding simple prototypes and validating fun through playtesting.
You can quickly realize game ideas using paper prototypes or simple digital tools. You conduct playtests, collect feedback, and revise your designs accordingly. You understand the basics of level design — difficulty curves and spatial layout — and can design simple levels.
What Comes Next
If you've checked off most of this list, you're ready for the Independent Design stage, independently designing game systems and managing numerical balancing and UX flow. Hunicke, LeBlanc & Zubek's MDA framework suggests studying how skilled designers analyze playtest feedback and gradually expanding your scope of independent iteration.
Level 3
#SystemDesign#NumericalBalancing#UXFlow#OnboardingDesignDesigning game systems independently and balancing their numbers.
You can independently design and document individual systems such as combat, progression, and rewards. You use spreadsheets to create balancing tables and verify results through simulation. You design UX flows that optimize the player's path from entry to the core loop. You can collaborate at a basic level with other disciplines on the development team.
What Comes Next
If you've checked off most of this list, you're ready for the Integrated Ops stage, integrating game economy and narrative design and leading live service operations. Schell's Book of Lenses approach suggests running numerical balancing simulations with specific target metrics and comparing results to systematically improve weak areas.
Level 4
#GameEconomy#NarrativeDesign#LiveOps#ABTestingIntegrating economy and narrative while leading live operations.
You handle in-game economy (currency flow, production-consumption balance), monetization models, and narrative design in an integrated manner. You use analytics tools to analyze player behavior and design A/B tests to validate design hypotheses. In a live service environment, you can lead season updates, event planning, and balance patches. You anticipate interactions and side effects across multiple systems.
What Comes Next
If you've checked off most of this list, you're ready for the Meta Design stage, designing the overall meta structure of a game, leading teams, and setting direction through data-driven decisions. Schell's Book of Lenses approach suggests documenting successful A/B testing and live operations decisions systematically to build confidence for designing complex integrated systems.
Level 5
#MetaLoop#PlayerSegmentation#DesignProcess#KPIAnalysisShaping meta structure, mentoring teams, and steering with data.
You lead meta-level design that spans the full game lifecycle — concept, pre-production, production, and live. You mentor junior designers and standardize design processes. You develop content strategies based on player segmentation and determine long-term operational direction through large-scale data analysis. As a cross-functional team leader, you coordinate overall development schedules and priorities.
What Comes Next
If you've checked off most of this list, you're ready for the Methodology stage, creating original IPs, establishing industry standards, and systematizing game design methodologies. Schell's Book of Lenses approach suggests analyzing unexpected player behaviors during meta design and continuously improving the design process through structured reflection.
Level 6
#LeadDesigner#GDCTalk#DesignPhilosophy#TalentDevelopmentFormalizing design philosophy into methodology and shaping the field.
You have completed a commercially successful game project as lead designer and systematized the design philosophy formed through that process into a methodology. You present at industry conferences (GDC, NDC, etc.) to influence the design community. You architect studio-level design capability frameworks and develop future lead designers. You ship games that differentiate themselves in the market through novel genre combinations or system innovations.
What Comes Next
If you've checked off most of this list, you're ready for the Paradigm stage, shifting game design paradigms and leaving a legacy that influences future generations. Hunicke, LeBlanc & Zubek's MDA framework suggests sharing methodologies and engaging in mutual critique at conferences like GDC to refine your design philosophy through community feedback.
Level 7
#GenreDefinition#DesignCanon#CulturalImpact#SchellLensPioneering genres, shifting paradigms, and leaving a lasting legacy.
You create games that pioneer new genres or fundamentally transform the paradigms of existing ones. Your design philosophy is adopted across the industry and becomes the subject of textbooks and academic research. You leave behind books, lectures, and frameworks that shape the thinking of future game designers. You contribute to cultural and social discourse through the medium of games.
What Comes Next
If you've checked off most of this list, you're at the forefront of game design, shaping how future generations think about and create games. Schell's Book of Lenses approach suggests questioning the assumptions behind existing genres and design conventions to present new paradigms that change how future designers think about their craft.
References
Systematizes 19 key skills and 6 knowledge domains for game designers, providing the basis for setting the depth and scope of required competencies (design, programming, psychology, math, etc.) at each level.
Defines level 4-5 competencies (system development management, animation development, professional advisory) within the SFIA 7-level responsibility framework, used for setting upper-mid level boundaries.
The canonical textbook for game design, with over 100 design lenses (mechanics, narrative, psychology, technology, playtesting) providing concrete behavioral evidence for checklist items.
The foundational academic paper establishing the MDA (Mechanics-Dynamics-Aesthetics) framework, providing scholarly evidence for the L1 checklist MDA distinction items and design analysis perspectives across all levels.