Martin Luther: The Father of 9 Pin Bowling? youtube.com/shorts/bHajea79W… via @YouTube
Are you stuck in item-inventory hell with your game? Check out itembase.dev , a tool for managing game economies.
youtu.be/L6bceQKzzvg
Martin Luther was one of the inventors of Bowling?
youtube.com/shorts/bHajea79W…
Your game could have a brilliant concept and still lose players in the first 10 minutes.
Why? FRICTION.
Discover the 3 types of game design friction that quietly drive players away—and how to spot and fix them before your next playtest.
thegamebeyond.com/blog/2026/…
#gamedesign
Traffix XR: Cities of Tomorrow is a roadway management puzzler that's equal parts relaxing and confounding.
Read our full review: uploadvr.com/traffix-xr-citi…
Tutorial hell isn't willpower. Following along teaches you to follow, not to decide. Build something small and bad before you feel ready. One ugly project teaches more than ten more tutorials.
Most aspiring designers start with Brackeys, GMTK, Extra Credits. Each video is solid alone. But you end up with bookmarks and no idea how to apply any of it to a game you're building. Pieces without a system is just a playlist.
Want to make a prototype but don't know where to start, try the Game Design Starter Kit. thegamebeyond.com/starter-ki…
Accreditation sounds like a safety net until an accredited program fails you anyway. The real question isn't the stamp. It's whether you learn enough to build a portfolio that speaks for itself. The industry respects demonstrated understanding, not a certificate.
Replying to @zeff_dev
Level design is about teaching your players new skills, and then testing those skills with increasing difficulty. The trick is not to make a linear increase in difficulty, but to allow easy levels in between so players can catch their breath. youtu.be/qe6JNHqQoEE
Level design is about teaching your players new skills, and then testing those skills with increasing difficulty. The trick is not to make a linear increase in difficulty, but to allow easy levels in between so players can catch their breath. Learn more: youtu.be/qe6JNHqQoEE
Check out what player type you are!
Do you know what player type you are?
Take the free test and find out!
playertype.thegamebeyond.com
AI made your game. But is it actually FUN?
🎮 Graphics ≠ Good Game Design.
Learn the principles that turn boring prototypes into engaging games.
Stop prompting. Start designing.
👉 school.thegamebeyond.com/gam…
#GameDev #GameDesign #AIGames #IndieDev #TheGameBeyond
AI made your game. But is it actually FUN? 🎮
Graphics ≠ Good Game Design.
Learn the principles that turn boring prototypes into engaging games.
Stop prompting. Start designing.
👉 school.thegamebeyond.com/gam…
#GameDev #GameDesign #AIGames #IndieDev #TheGameBeyond
Do you know what player type you are?
Take the free test and find out!
playertype.thegamebeyond.com
Not all games have to be digital! Some of the best games are made with cardboard, and then they become amazing video games. #gamesforkids #games
This is a prime example of creating systems with autonomy for users. This is something we are very aware of as Serious Game Designers. Do you want to learn how to make your system more autonomous? Start applying Game Design to your system today. school.thegamebeyond.com
CAN’T WAIT FOR MEDICARE-FOR-ALL!
“A retired NASA engineer who had worked on the Space Shuttle program for 25 years was hired by SpaceX at age 62. He described the first week as the most disorienting experience of his professional life.
“At NASA, a design change required 3 meetings, 2 committees, a review board, and 6 to 18 months of documentation. At SpaceX, his new supervisor said ‘if it works, build it. If it doesn't, change it by Friday.’
“He sat at his desk after the first day and called his wife. He told her he felt like a man who had been swimming with ankle weights for 25 years and someone just cut them off. He could move. He could decide. He could build something in the morning and test it in the afternoon. The constraint that he had accepted as the nature of aerospace engineering turned out to be the nature of bureaucracy.
“Within 6 months he had contributed to more design iterations than he had completed in his last 5 years at NASA. Not because he was working harder. Because the time between having an idea and testing the idea collapsed from months to hours. The same brain. The same knowledge. A different operating system.
“He described a specific moment where he proposed a modification to a Raptor engine component. At NASA, the proposal would have entered a queue. At SpaceX, the modification was machined by the end of the day and tested by the following morning. He watched his idea become a physical object in 18 hours. At NASA, 18 hours would not have been enough to schedule the first meeting to discuss whether to schedule a meeting.
“He told an interviewer: ‘I didn't get smarter when I went to SpaceX. I got faster. The intelligence was always there. The system was in the way.’
“The difference between SpaceX and NASA is not talent. NASA has extraordinary talent. The difference is the time between a thought and a test. SpaceX compresses it. NASA elongates it. The same engineer produces 10x more at SpaceX than at NASA because the bottleneck was never the engineer. It was the meetings about the meetings about the work.”
—Tweet by @multiplanet1
Even when using AI, a master game designer understands the production process and can steer AI in the right direction. If you don't know, you lose control. Learn how to steer #AI #GameDev at school.thegamebeyond.com #GameDesign
Which engine should you learn? Wrong question. Knowing an engine inside and out doesn't tell you whether your game is fun. Design theory does, and it transfers to any engine, any platform, any project.
Some studios will embrace AI, and others will not. Who will survive? The ones who adapt are the ones who usually do...
Fortnite’s Epic Games Goes All In On AI, Saying The Quiet Part Out Loud via @forbes forbes.com/sites/paultassi/2…











