Designer Notes
by Soren Johnson · Idle Thumbs Network
Soren Johnson interviews designers across whole careers — Sid Meier, Amy Hennig, Zach Barth, Patrice Desilets — digging into why specific mechanics shipped or were cut. Multi-hour episodes, effectively a primary-source oral history of design decisions. Supplies primary testimony on how design decisions were actually made rather than a framework for reading finished games.
More resources on Game Analysis & Theory
Game Developer
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.
Esports Earnings
Esports Earnings is a searchable database that tracks prize money and earnings for esports players, teams, and events across major games. It provides up-to-date tournament results, prize pools, and historical earnings data to analyze income trends in competitive gaming.
The Art of Game Design: A Book of Lenses
Presents design as a set of over a hundred lenses, focused questions about players, mechanics, story, and aesthetics, that a designer applies to interrogate a game in progress and find what is actually wrong with it.
Game Studies
Open-access, peer-reviewed academic journal publishing research on computer games since 2001. Articles apply humanities and social-science methods to game aesthetics, narrative, rules, and player culture, helping readers follow scholarly debates and build rigorous critical analyses of specific games.
Game Maker's Toolkit
Mark Brown dissects shipped games one design problem at a time. The Boss Keys series maps Zelda dungeon topology as graphs; other episodes cover difficulty curves, accessibility and level design. Structured argument over gameplay footage, not reaction commentary.
The Chemistry Of Game Design
Models gameplay as 'skill atoms' — action, simulation, feedback, modeling — chained into skill trees. Gives a diagrammable method for mapping a game's learning loops and pinpointing where players burn out or stall.