Acknowledgments
Game design is a collaborative discipline, and this book is no exception. It stands on the work of many people who had no obligation to share what they know and did so anyway.
To the game design authors who built the field. Jesse Schell, Tracy Fullerton, Katie Salen, Eric Zimmerman, Raph Koster, Anna Anthropy, Steve Swink, Tynan Sylvester, Scott Rogers -- your books taught a generation of designers (including this one) how to think about games. This textbook is in dialogue with your work on every page. Where I disagree with you, it is with respect. Where I agree, it is with gratitude.
To the Godot Engine community. Juan Linietsky, Ariel Manzur, Remi Verschelde, and every contributor to the Godot project: you built a world-class game engine and gave it away. The decision to license Godot under MIT means that every student, hobbyist, and indie developer on earth can learn to make games without asking anyone's permission or paying anyone a fee. This book exists in its current form because Godot exists in its current form. Thank you for proving that open source is not a compromise -- it is a philosophy.
To the game developers whose work is analyzed throughout this book. Maddy Thorson and the Celeste team, Hidetaka Miyazaki and FromSoftware, the Breath of the Wild team at Nintendo, Team Cherry, Toby Fox, ConcernedApe, Supergiant Games, Naughty Dog, Valve, id Software, Mossmouth, the XCOM team at Firaxis, Mobius Digital, Subset Games, ZA/UM, Lucas Pope, and the hundreds of other studios and solo developers whose games are referenced, dissected, praised, and occasionally critiqued in these pages. You made the things that make this discipline worth studying. The best compliment a designer can receive is "I played your game and could not stop thinking about why it worked." Consider this 40 chapters of that compliment.
To the researchers. Mihaly Csikszentmihalyi, Edward Deci, Richard Ryan, Robin Hunicke, Marc LeBlanc, Robert Zubek, Nick Yee, Jesper Juul, Ian Bogost, Jane McGonigal, and the broader community of scholars who study games with the rigor they deserve. Design is stronger when it is grounded in evidence. Your work provides that ground.
To the playtesters. Every person who sat down with a prototype, played it honestly, reported what confused them, told the designer what was not fun (even when the designer did not want to hear it) -- you are the most important people in game development, and you are chronically underappreciated. This book dedicates an entire chapter to your craft. It is not enough, but it is a start.
To every student who has ever said, "I want to make games." You are why this book is free. The barrier to entry in game development has never been lower: the engines are free, the tutorials are abundant, the distribution platforms are accessible. The remaining barrier is knowledge -- not of tools, but of design. This book is an attempt to remove that barrier entirely. Take it. Use it. Make something. Ship it. It will probably be bad. Ship it anyway. Then make the next one.
To the open-source and Creative Commons communities. The idea that knowledge should be free is not naive -- it is radical, and it works. This book is CC-BY-SA-4.0 because the ideas in it do not belong to anyone. They belong to the discipline. Share them accordingly.
This book was written with the assistance of Claude, an AI developed by Anthropic. The design principles, game analyses, opinionated judgments, and occasional dad jokes are the product of human experience in the craft. The tireless willingness to draft, revise, and restructure at 3 AM without complaint -- that part is Claude.
Any errors in this book are mine. The games referenced are theirs. The things you build with what you learn here are yours.