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A Theory of Fun for Game Design

by Raph Koster · Raph Koster

Koster argues that fun is the brain's response to learning patterns, and uses cognitive science plus cartoon illustrations to explain why games stop being engaging once their underlying pattern is mastered.

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Trade publication, formerly Gamasutra, publishing postmortems, design deep-dives, and technical breakdowns written by working developers. Reading it regularly gives designers concrete accounts of how shipped games solved mechanics, economy, and production problems.

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Creating Video Games (MIT CMS.611J)

Developing original digital games in small multidisciplinary teams: game design, audio, visual aesthetics, fiction and programming, with iterative prototyping and focus testing backed by data analysis. 45 lecture videos, slides and example projects show how to run a game production cycle.

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Unity's own tutorial platform, organised into guided pathways and project-based courses that build 2D, 3D, VR, and AR scenes step by step. Finishing a pathway leaves you able to script gameplay in C# inside the editor.

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Game Developer (formerly Gamasutra)

Design section of the long-running game industry trade publication, carrying postmortems, analyses and blog posts written by working developers. Readers see how shipped games handled tuning, economies, difficulty curves and systems design, with reasoning from the people who made those decisions.

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Long-form interview podcast in which strategy designer Soren Johnson walks accomplished game designers through their full careers. Conversations cover design philosophy, prototyping, systems, and lessons from shipped titles, giving listeners insight into how experienced designers make and revise creative decisions.

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