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Learn what it takes to design a video game, as a hobby or as a career!
Video Game Design For Dummies teaches you what it takes to design games from concept to completion. You'll learn the theory behind great gaming experiences, and you'll discover tools you can use to bring your game ideas to life. An experienced video game developer teaches you the basics of game design and how to motivate and engage players. Choose the right game engines and design tools for any project and get step-by-step advice on testing and debugging the games you've made.
Thinking of pursuing game design as a career path and want to know where to start? This Dummies guide has your back. With this easy-to-understand book, you can dip your toes into the world of video game design and see where it takes you. And if you end up wanting to release your game to the masses, you'll find everything you need to know, right here.
This book is a practical guide for beginners who want to start designing games and want to know exactly where to begin. Design a game from concept to completion, with Video Game Design for Dummies.
Alexia Mandeville is a co-founder and game designer at Bodeville, an independent studio creating narrative games. She's an Assistant Professor of Game Design at ArtCenter College of Design, a private university in Pasadena, California. She's a former Game Designer at Niantic and Meta.
Chapter 1
IN THIS CHAPTER
Learning what game design is
Thinking like a game designer
Overviewing how game design became more accessible
Leaning into the fun
Making your first game
I'm so excited for you to dive into this book, break down the mysteries of game design, and maybe even start working on your own game. Maybe you're just getting started or maybe you're already deep into a project. Either way, this chapter can help you understand what game design really is, how it's evolved, and how you can use it to design your games.
When I think back to all the work I've done on games and the work I see my colleagues doing, it's clear that being a game designer means wearing a lot of hats. Sure, most jobs require a mix of skills, but a game designer is kind of like the general manager in construction. You need to know a little bit about a lot of different things. And the things you need to know differ from genre to genre. Because every genre has its unique elements, many game designers specialize in one area, like level design or progression, and build their expertise from there.
Game design is making a thousand little decisions that add up to one amazing experience, like the following:
When someone takes on the role of a game designer, they are responsible for orchestrating all these decisions, building frameworks to guide them, and crafting systems that streamline the decision-making process. See Chapter 4 for more about what it takes to become a game designer.
I frame this section around notable moments in history when game design and development became more accessible and how these changes shaped the way we make and play games, working back from today. I stick to the last 30ish years or so, just because the internet became mainstream and available in many U.S. households in that time frame. Ever since then, games have been growing at an exponential rate.
As of 2025, it's incredibly simple to get started in game design. You can download game engines like Unity, Unreal Engine, or Godot for free access resources like free asset libraries, and learn new skills through platforms like YouTube.
Software like Blender (a free tool for 3-D modeling) or Procreate (for digital art) allows creators to produce their own assets, and platforms like Itch.io let anyone publish games for free, often within minutes. And once you publish a game, social media lets you promote it to people who may want to play it. The barriers to entry for game design today are time, practice, and dedication rather than expensive tools or access to industry secrets and publishers.
The result is an explosion of creativity and people who publish games:
The democratization of tools and knowledge enables everyone to shape the industry, instead of a select few dictating what games are. Just like you can take many different paths to make a game, you also can define what a game is in many different ways. At the time that I'm writing this, the industry is having a difficult time. Many companies are doing layoffs, and larger projects are having trouble getting funded. But making games on your own and sending them off into the world has never been more accessible.
Time to go back in time, starting with 2016:
2007: The launch of the iPhone and the App Store introduced a new era of mobile gaming. It wasn't until 2009 that some mobile games become phenomena like Angry Birds and Fruit Ninja. Mobile phones also introduced the free-to-play (F2P) model, allowing developers to monetize games through in-app purchases and ads, which is now big business.
Also in 2007, Facebook opened its platform to developers, leading to the rise of social games like FarmVille (2009) and Mafia Wars by Zynga. These games pioneered new ways of engaging players through social mechanics and microtransactions.
Trekking back to today, top genres of games include open-world role playing games like The Witcher and cozy games like Stardew Valley. There's been a rise in more niche genres in the last few years such as narrative-driven indie games like Disco Elysium, and experimental puzzle games like Gorogoa.
In the future, and with technology like AI and social platforms progressing, we can look forward to more dynamic gameplay, more cross-platform experiences, and better tools to empower both game creators and players/streamers.
You can learn a lot from the history of games and game development. I like to work on the beginning bits of a game and get it off the ground, so understanding how other teams started and what games looked like in the early part of their life has helped me set expectations for development and scope. Games like World of Warcraft (WoW) may be huge now,...
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