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TechNest
What makes games fun
Explore and get curious
2 steps
Try things, experiment
2 steps
Go deep, master it
2 steps
Explore & Discover
Start by playing games as a designer, not just a player. Pick three very different games — a puzzle game like **Portal 2**, a survival game like **Minecraft**, and a narrative game like **Undertale** (all under $10 on Steam). As you play, pause every 15 minutes and ask: why did the designer put this here? Why does this feel good? Watch **Game Maker's Toolkit** on YouTube — Mark Brown breaks down exactly how real game designers make decisions, with clear examples from popular games. Subscribe and watch at least five episodes on topics that interest you. Write down three moments across these games where you thought "that was clever" and explain what made it work. You're ready for the next step when you can describe what a specific design decision in one game made you feel, and why.
Learn the Basics
Learn the foundational vocabulary of game design. Read the free PDF of **"A Theory of Fun for Game Design"** by Raph Koster — search for it through your school or public library, or find excerpts online. Study the **MDA Framework** (Mechanics, Dynamics, Aesthetics): mechanics are the rules, dynamics are what happens when players interact with rules, and aesthetics are how it all feels. Watch **Extra Credits' "Making Your First Game"** series on YouTube — it's free and covers core theory clearly. Write a one-page breakdown of a game you love using MDA: what are its core mechanics, what dynamics emerge, and what aesthetic experience does it create? You're ready for the next step when you can apply MDA to any game someone names and explain each layer.
Build Your First Project
Design and build a paper prototype of an original game. It does not need a screen — card games, board games, and dice games are real game design. Choose a single core mechanic (drawing cards, rolling dice, moving tokens) and build one rule set around it. Write your rules clearly enough that someone who has never seen your game can read them and play. Find a friend or family member to playtest it — watch silently while they play, take notes on where they get confused or bored, and do not explain anything. **Board Game Geek** (boardgamegeek.com) has free forums and design resources. You're ready for the next step when you have run at least one playtest session and written down three specific things you learned from watching someone else play your game.
Experiment & Iterate
Iterate on your paper prototype based on playtest feedback. Fix the three biggest problems you identified, then playtest again with a different person. This is the core design loop: design, test, observe, revise. Study the concept of **player psychology**: how do games create tension, surprise, and satisfaction? Watch **Game Maker's Toolkit's** video "What Makes a Good Puzzle?" and "Can You Make a Game in a Weekend?" for inspiration. Try a radical experiment — remove one rule entirely and see what breaks. Add a new rule that creates a dilemma players have to think about. Document every version of your rules so you can compare them. You're ready for the next step when you have completed at least three distinct iterations of your game design, each tested with a real player.
Advanced Techniques
Move your design concepts into a digital prototype using **Bitsy** (free browser tool at ledoux.itch.io/bitsy) or **Twine** (free at twinery.org). Both are zero-code tools for creating interactive experiences — Bitsy makes tiny pixel-art games, Twine makes text-adventure branching stories. Study **Itch.io's** top-rated free games for design inspiration: filter by "game jam" to see what designers built in 48 hours. Analyze one successful game jam entry and write a 300-word design breakdown: what problem did the designer solve, what constraints did they work within, and what clever decisions did they make? You're ready for the next step when you have a playable digital prototype — even one room or two choices — that demonstrates your core mechanic.
Final Project Showcase
Submit your game to a real game jam and write a full design postmortem. **Itch.io** lists hundreds of free-to-enter game jams every month — find one that fits your game type. A postmortem is a document game designers write after finishing a project: what went well, what went wrong, and what you would do differently. Read postmortems from **GDC Vault** (free student access available) to see how professional designers think. Post your game publicly on Itch.io and share it with the **r/gamedesign** or **r/indiegaming** communities. If you're in Salt Lake City, look into the **Utah Indie Game Developers** meetup group or game design programs at **Utah Valley University**. You're ready for the next step when your game is publicly playable and you have published a written postmortem that another designer could learn from.
Recommended materials and resources for this quest.
Index Cards (200+ pack for prototyping)
RequiredIndex cards are the single most important physical tool for game designers. You use them for cards, tokens, rule reference sheets, and quick iteration. Being able to scribble a new rule, cut it out, and add it to your prototype in 30 seconds is what makes paper prototyping so powerful.
amazon
$5–$10
Dry-Erase Markers + Small Whiteboard
RequiredA small whiteboard lets you map out game systems, draw flowcharts of player choices, and sketch level layouts — then wipe it and try again. Game design is a visual, iterative process and having a writable surface you can erase freely speeds up your thinking dramatically.
amazon
$15–$25
The Art of Game Design: A Book of Lenses (Jesse Schell)
The most widely recommended game design textbook in university programs worldwide. Jesse Schell gives you 100+ design lenses — different ways to look at any design problem. Professional game designers keep this on their desk as a reference. If you want to go deep, this is the book.
amazon
$35–$50
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