Designhead Dungeon
@designheaddungeon.bsky.social
📤 82
📥 115
📝 114
Carefully collected bits of game development wisdom.
#gamedev
#gamedesign
reposted by
Designhead Dungeon
Robin-Yann Storm
8 days ago
My 2025 talk 'Gyms, Zoos, and Museums: Your documentation should be in-game' is now also available in text format, for those who like to read instead of watch:
rystorm.com/blog/gyms-zo...
And if you haven't seen it yet, there is an all new video too, with bonus material on the history of Zoos!
loading . . .
Gyms, Zoos, and Museums: Your documentation should be in-game — Robin-Yann Storm, Product & UX Designer for Tools
Gyms, Zoos, and Museums: Your documentation should be in-game
https://rystorm.com/blog/gyms-zoos-museums-your-documentation-should-be-in-game
7
224
81
reposted by
Designhead Dungeon
/noclip
22 days ago
🚨NEW DOC ALERT🕹️ Our Disco Elysium series continues with a 72 minute deep dive into Writing. From how characters were created, to the tech the team used, the collaborations between writers and editors, and the struggles they had along the way.
youtu.be/fpjHZc9bbFk
loading . . .
The Making of Disco Elysium - Part Three: Writing
YouTube video by /noclip
https://youtu.be/fpjHZc9bbFk
2
243
98
reposted by
Designhead Dungeon
Detective Fantasia: EXCALIMURDER
29 days ago
Sprite stacking 101 🧩
#pixelart
#indiedev
#GameMaker
loading . . .
25
1544
473
reposted by
Designhead Dungeon
/noclip
about 2 months ago
🚨NEW DOC ALERT🕹️ The Making of Disco Elysium - Part Two: Building Elysium
www.youtube.com/watch?v=yrVW...
In the second episode of our Disco Elysium series we explore the crumbling studio space the game was created in, and tell the story of the people who quickly made it there home.
loading . . .
The Making of Disco Elysium - Part Two: Building Elysium
YouTube video by /noclip
https://www.youtube.com/watch?v=yrVWe_ZCAko
1
220
89
@simondev.bsky.social
on math fundamentals for
#gamedev
, very accessible for less mathy folk:
add a skeleton here at some point
about 2 months ago
0
8
2
reposted by
Designhead Dungeon
Game Maker's Toolkit
about 2 months ago
New on GMTK - The World Design of Hollow Knight: Silksong
youtu.be/l7xXW0EbK4g
loading . . .
The World Design of Hollow Knight: Silksong
YouTube video by Game Maker's Toolkit
https://youtu.be/l7xXW0EbK4g
6
356
57
reposted by
Designhead Dungeon
ThatGuyGlen
about 2 months ago
A detailed look at how Sandfall Interactive created
@expedition33.bsky.social
and why it wasn’t supposed to be so successful. Watch here →
youtu.be/pLSRlzSxEPw
0
4
2
reposted by
Designhead Dungeon
/noclip
2 months ago
🚨NEW DOC ALERT🕹️ The Making of Disco Elysium - Part One: Foundations
www.youtube.com/watch?v=eH6m...
After over 18 months of research, interviews & editing our Disco Elysium series is here. In this first episode we focus on the cultural and personal foundations of the world of Elysium.
loading . . .
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip
https://www.youtube.com/watch?v=eH6mUTHZ5C4
6
611
310
reposted by
Designhead Dungeon
Oskar Stålberg
2 months ago
The boundaries is where the interesting things happen!
0
19
2
@foddy.net
@gcuzzillo.bsky.social
@maxiboch.bsky.social
on designing Baby Steps. “Making it interesting to get lost is a big creative challenge.”
#gamedev
#gamedesign
loading . . .
The Baby Steps Interview: Does Bennett Foddy just want to make us mad?
YouTube video by GoGoGaming
https://youtu.be/Vdhh3C2RpU0?si=BQS3G-Zi1mkeuN4w
2 months ago
0
9
3
reposted by
Designhead Dungeon
Mike Cook
3 months ago
New Paper: Game Design is Generative Design. Designing a procedural generator and designing a game share a lot of skills, problems and philosophies, even if we think of them as distinct. I try to connect them here, for good! Read here:
ojs.aaai.org/index.php/AI...
2
55
14
On
#silksong
‘s surprisingly complex damage calculations:
#gamedev
#gamedesign
loading . . .
Explaining Silksong's Misleading Damage System
YouTube video by Rusty.
https://youtu.be/_SXBXQYRBp8?si=rUffWa8rC0ESfJLL
3 months ago
0
5
2
reposted by
Designhead Dungeon
Raph Koster
3 months ago
Game design is simple, actually. Except when it isn't. Here are the 12 things you need to know.
loading . . .
Game design is simple, actually
So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not useful for getting better at making games, which is usually why people read articles like this. The fun of a bit of confetti exploding in front of you, and the fun of excruciating pain and risk to life and limb as you free climb a cliff are just not usefully paired together.
https://www.raphkoster.com/2025/11/03/game-design-is-simple-actually/?utm_source=bluesky&utm_medium=jetpack_social
3
377
121
reposted by
Designhead Dungeon
Game Maker's Toolkit
3 months ago
New on GMTK - let's talk about the power of prototyping -
youtu.be/8tHJgtbj6rs
loading . . .
What's the Point of Prototyping?
YouTube video by Game Maker's Toolkit
https://youtu.be/8tHJgtbj6rs
1
175
33
@oskarstalberg.bsky.social
’s excellent presentation on efficient and flexible tile-based procedural generation:
#gamedev
#gamedesign
loading . . .
SGC21- Oskar Stålberg - Beyond Townscapers
YouTube video by Sweden Game Arena
https://youtu.be/Uxeo9c-PX-w?si=TJKnN0HZAd9-uzsn
3 months ago
0
26
5
reposted by
Designhead Dungeon
Joe Baxter-Webb
3 months ago
It is time to shout about fun in a car park // What is Fun? A Game Design Introduction
youtu.be/56ENqlUST9U
loading . . .
What is Fun? A Game Design Introduction
YouTube video by Indie Game Clinic
https://youtu.be/56ENqlUST9U
1
11
4
reposted by
Designhead Dungeon
Lucas Pope
4 months ago
"Return of the Obra Dinn" is seven years old this week. For this not-particularly-special anniversary, here's a re-cammed and narrated timelapse of (nearly) all character creation, object modeling, scene posing, and general 3D work for Obra Dinn from 2015 to 2018:
youtu.be/90vqCKEEj3s
loading . . .
Return of the Obra Dinn - Narrated Modeling Mega Timelapse
YouTube video by Lucas Pope
https://youtu.be/90vqCKEEj3s
31
1096
355
Old but always makes me smile. Appreciate your testers:
#gamedev
loading . . .
Dev vs. Tester: Guess who’s got the edge in this epic meme showdown? 💻
YouTube video by codemug
https://youtube.com/shorts/IujbAfkeGRM?si=yT-8I27CDo9VYDE8
4 months ago
0
9
2
reposted by
Designhead Dungeon
Dom2D 💜
4 months ago
I love mock-ups so much. It was my first job in the game industry, and it's still what I love doing the most. You learn so much from making these, throwing out ideas quickly, finding opportunities and ideas, at no risk and low cost.
#gamedesign
#gamedev
6
155
11
Mildly condescending BBC visit to uniformed Shigeru Miyamoto at work in the 90s:
#gamedev
#gamedesign
loading . . .
BBC Archive 1990: Inside Nintendo
The Money Programme looks at the rise of Nintendo, and speaks with Shigeru Miyamoto.
https://www.bbc.com/videos/cd1pr7n4w2xo
5 months ago
0
7
1
reposted by
Designhead Dungeon
Slynyrd
5 months ago
Make your dream castle!
www.slynyrd.com/blog/2025/7/...
#pixelart
#tutorial
1
27
2
reposted by
Designhead Dungeon
/noclip
5 months ago
🚨NEW DOC ALERT🕹️ The Making of Wolfenstein We revisit the team at MachineGames to discuss the design and development of their Wolfenstein series. From narrative design to combat and everything in between. WATCH HERE:
youtu.be/E189QG28rnE
loading . . .
The Making of Wolfenstein - Noclip Documentary
YouTube video by /noclip
https://youtu.be/E189QG28rnE
6
442
132
reposted by
Designhead Dungeon
Derek Yu
5 months ago
This convo I had highlights the difference in what "respect your time" means in games. A lot of players want to trade time for in-game progress. It's purely transactional: 1 hour = 1 progress But I want to feel like my actions matter i.e. what I do with time creates progress, not time itself.
add a skeleton here at some point
61
1676
441
reposted by
Designhead Dungeon
Tommy Thompson
5 months ago
Design Dive returns to
@aiandgames.com
for this short but fun analysis of narrative design in Donkey Kong Bananza. Pauline's emotional journey is the real heart of the game's story. With the narrative team relying on a game AI bark systems that react to player progress.
youtu.be/DyGYxtJL_GM?...
loading . . .
Donkey Kong Bananza's Simplest Design Trick | Design Dive
YouTube video by AI and Games
https://youtu.be/DyGYxtJL_GM?si=7dZckZkmhFgsM8eQ
2
13
6
@indiegameclinic.bsky.social
on prototyping, feasibility testing, and game design intuition:
#gamedev
#gamedesign
loading . . .
Prototypes, Hunches, and Short-Cuts
YouTube video by Indie Game Clinic
https://youtu.be/Kf4j_okqIFk?si=eAuGHYPg2uQPEu0e
8 months ago
0
6
2
Jonathan Blow on filling the emergent space created by interacting game mechanics:
#gamedev
#gamedesign
loading . . .
Jonathan Blow on Designing Game Mechanics
YouTube video by gamedev cuts
https://youtu.be/0BG_KfC3bDI?si=fsg4wiO_Y3KLXI_P
8 months ago
0
7
1
Game devs on what people get wrong about game dev:
#gamedev
#gamedesign
loading . . .
"We cough up a chunk of our soul": 32 game devs, from Doom's John Romero to Helldivers 2 and Palworld leads, explain what people get wrong about games
Sam Barlow, Metaphor: ReFantazio leads, ConcernedApe's business head, indie legends, and many more weigh in
https://www.gamesradar.com/games/game-devs-explain-what-people-get-wrong-about-games/
9 months ago
0
3
1
reposted by
Designhead Dungeon
Joris Dormans
9 months ago
Today I'm musing about the importance of escalation in adventure stories & ttrpg sessions. Trying to come up with a list of possible ways to escalate. Mostly interested in the broad categories. In the following posts you can find what I came up with so far. Let me know what I am missing.
#gamedev
2
15
5
@slynyrd.bsky.social
on pixel perfect parallax:
#gamedev
#gamedesign
loading . . .
Pixelblog - 23 - Parallax Scrolling — SLYNYRD
How to make stand alone parallax animation loops with pixel perfect motion
https://www.slynyrd.com/blog/2019/11/12/pixelblog-23-parallax-scrolling?fbclid=IwZXh0bgNhZW0CMTEAAR7rby14N7xx0Dp2NG8dhAjdOQSUhX6ijEHwP3I_um_ztiw28oIlRn0Ply5asQ_aem_pEPAQj4AU5eFlsZgZWM8eg
9 months ago
0
3
1
reposted by
Designhead Dungeon
Robert Yang
9 months ago
new blog post: turned my gdc 2025 level design theory talk into a blog post
www.blog.radiator.debacle.us/2025/05/spac...
loading . . .
Space is not a wall: toward a less architectural level design
Maybe video game level design theory needs less focus on architecture? And maybe I'm part of the problem? My bad.
https://www.blog.radiator.debacle.us/2025/05/space-is-not-wall-toward-less.html
20
1028
320
reposted by
Designhead Dungeon
Fronkon Games
9 months ago
Reservoir Sampling, a technique for selecting a fair random sample when you don't know the size of the set you're sampling from
samwho.dev/reservoir-sa...
#gamedev
#gamedevelopment
#indiedev
0
5
4
reposted by
Designhead Dungeon
grapefrukt
9 months ago
few things are as good as a proper shader. i love this shit.
loading . . .
2
38
5
reposted by
Designhead Dungeon
Tom Francis
9 months ago
The discourse around the design of Blue Prince has been fascinating, but I wanted to hit room 46 before weighing in. Minimal spoilers!
youtu.be/BItfjfaqW2Y
Also: how it fares as an information game, and how it overlaps with our next game idea.
loading . . .
Blue Prince and its awkward relationship with hunches (minimal spoilers)
YouTube video by Tom Francis
https://youtu.be/BItfjfaqW2Y
3
64
12
reposted by
Designhead Dungeon
Nate Purkeypile: Solo Indie Dev🤘
10 months ago
Announcing my next game!🤘 "Deedlee Doo! Carkour!"🔥 -A game where you do parkour with a car using explosions 🚗💥 -Everything in the game is made out of clay in real life🎨 -The sound effects and music are all mouth sounds👄 Wishlist it now on Steam, out on May 12th, 2025!🎸
loading . . .
10
136
55
reposted by
Designhead Dungeon
Rubeki Games ⛏️ Lorn's Lure DLC OUT NOW!!! ⛏️
9 months ago
Dropping a little teaser demo soon. Keep an eye on Keymailer (and inboxes) :)
store.steampowered.com/app/3708790/...
loading . . .
MEGANAUT Demo on Steam
A 3rd person narrative horror game with modernized retro 3D graphics, and unique floating mechanics. Travel past The Habitat walls into the deep megastructure in search of your missing friend Seija, a...
https://store.steampowered.com/app/3708790/MEGANAUT_Demo/
1
31
10
reposted by
Designhead Dungeon
Joe Baxter-Webb
9 months ago
Today’s video turned out a bit of a monster; some reflections on genre, mode and mood in games, and how certain ways of categorising games can be confusing or unhelpful in the design process.
youtu.be/3KJbYdNP5js?...
#gamedev
#gamedesign
#indiedev
loading . . .
Game Genres - a Design Perspective
YouTube video by Indie Game Clinic
https://youtu.be/3KJbYdNP5js?si=E1XOWVD46mSiuEFy
0
10
5
Atlus's Kenichi Goto on designing turn-based combat for Metaphor: ReFantazio:
#gamedev
#gamedesign
loading . . .
Developing 'Metaphor: ReFantazio' and the Potential of RPG Command Battle Systems
How has the genre of command battle RPGs, often ridiculed as old-fashioned, been updated into the latest titles? This presentation will cover the twists and turns, decisions made to realize the direct...
https://gdcvault.com/play/1035147/Developing-Metaphor-ReFantazio-and-the
9 months ago
0
1
1
reposted by
Designhead Dungeon
/noclip
10 months ago
🚨NEW DOC ALERT🕹️ In the forth episode of our Dwarf Fortress Series we revisit the brothers two years after launch to explore the ways in which their lives have changed forever, and the ways in which they've stayed the same. WATCH:
www.youtube.com/watch?v=I5zg...
2
152
32
reposted by
Designhead Dungeon
Walaber
10 months ago
Will you wishlist Replicube? “Signs point to yes”
s.team/a/3401490
loading . . .
16
656
209
@slynyrd.bsky.social
on the pixel design of the dreaded 8-direction 3/4 top down projection character:
#gamedev
#gamedesign
loading . . .
Pixelblog - 55 - Top Down Character Animation — SLYNYRD
Intro Offering the perfect combination of function and aesthetic, the top down perspective is one of the most popular vantage points to employ in pixel art games. Specifically, I refer to the 3/4 top...
https://www.slynyrd.com/blog/2025/3/24/pixelblog-55-top-down-character-animation
10 months ago
0
8
0
reposted by
Designhead Dungeon
Brendan Keogh
10 months ago
This is exactly the kind of reporting I was hoping for when I subscribed to Aftermath
aftermath.site/ai-video-gam...
loading . . .
‘An Overwhelmingly Negative And Demoralizing Force’: What It’s Like Working For A Company That’s Forcing AI On Its Developers - Aftermath
'I have had conversations about AI in a professional context that make me want to walk into the sea'
https://aftermath.site/ai-video-game-development-art-vibe-coding-midjourney?giftLink=782e39d5d5efc5d53a73d4131c95141e
1
30
5
reposted by
Designhead Dungeon
AI and Games Conference
10 months ago
Building AI behaviors for flying/swimming machines in Horizon Forbidden West. David Speck (Guerrilla) breaks down Waterwing combat, movement & nav across air and water. Go watch the video—this one’s packed.
www.youtube.com/watch?v=9dgH...
loading . . .
Designing Flying and Swimming AI for Horizon Forbidden West | AI and Games Conference 2024
YouTube video by AI and Games Conference
https://www.youtube.com/watch?v=9dgHP3wrj8Q
0
3
2
reposted by
Designhead Dungeon
Fronkon Games
10 months ago
Procedural animation: inverse kinematics
blog.littlepolygon.com/posts/twobone/
#gaamedev
#gamedevelopment
#indiedev
#cpp
loading . . .
0
2
3
reposted by
Designhead Dungeon
/noclip
10 months ago
Watch the fourth and final episode of our Dwarf Fortress series right now on Patreon. A massive thanks to the hundreds of new members who have signed up to support us during the run of this series. As an independent team doing fairly niche work, every penny counts.
www.patreon.com/posts/125850...
loading . . .
[EARLY ACCESS] The Story of Dwarf Fortress - Episode Four | Noclip
Get more from Noclip on Patreon
https://www.patreon.com/posts/125850752?utm_campaign=postshare_creator
1
105
18
Hidetaka Miyazaki on design direction for Dark Souls:
#gamedev
#gamedesign
loading . . .
Post by @smerp
💬 0 🔁 2 ❤️ 4 · Notes from DS Design Works Interview · Just a few excerpts from the interview section in the Dark Souls Design Works (English edition) art book interviews. ... This post has extr…
https://www.tumblr.com/smerp/75686803353/notes-from-ds-design-works-interview
10 months ago
1
4
0
reposted by
Designhead Dungeon
Kitfox Games 🦊
10 months ago
Check out this new article by
@tanyaxshort.bsky.social
on Disobedient Game Design, a short summary of the findings from the Polaris Game Design Retreat. 📃 Read on the Kitfox Medium account:
kitfoxgames.medium.com/5245fbc0b774
0
46
17
reposted by
Designhead Dungeon
Mason Miller
10 months ago
New video on Outer Wilds. I examine the game from a design and philosophical perspective, attempting to place it among similar games (Majora’s Mask). It is also a meditation on loops, liminal spaces, and the distances we travel to arrive where we are meant to be.
www.youtube.com/watch?v=ISm6...
loading . . .
Consider The Loop In Outer Wilds
YouTube video by Mason Miller
https://www.youtube.com/watch?v=ISm6MSpsIY0
2
30
9
Hidetaka Miyazaki on game design decisions behind the Bloodborne spiritual successor Duskbloods:
#gamedev
#gamedesign
loading . . .
Creator’s Voice blog: Hidetaka Miyazaki on The Duskbloods (part 1) - News - Nintendo Official Site
Get the inside scoop on The Duskbloods in this interview with the director, Hidetaka Miyazaki of FromSoftware. Check out the rest of the blog Part 2: Superhuman abilities and opportunistic behaviors P...
https://www.nintendo.com/us/whatsnew/creators-voice-the-duskbloods-part-1/
10 months ago
0
6
1
reposted by
Designhead Dungeon
nell
10 months ago
missed our talk on civ vii’s narrative system? saw it but want to relive the magic before it gets added to the vault? well you are in luck!
www.gamedeveloper.com/design/how-c...
loading . . .
How Civilization VII's powerful narrative system helps players experience unique parts of history
Using player agency to help engage with history, both real and fictitious.
https://www.gamedeveloper.com/design/how-civilization-vii-s-powerful-narrative-system-helps-players-experience-unique-parts-of-history
2
100
27
reposted by
Designhead Dungeon
Finji
10 months ago
How TUNIC started as an original concept versus how it ended 👌🦊
#indiedev
#tunic
#tunicgame
7
365
37
Load more
feeds!
log in