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Designhead Dungeon

@designheaddungeon.bsky.social
92 followers 124 following 120 posts

Carefully collected bits of game development wisdom. #gamedev #gamedesign

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Designhead Dungeon @designheaddungeon.bsky.social · 24/09/2026
On how a simple idea became the emergently complex classic Factorio: #gamedev #gamedesign
youtu.be
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Francesca Baerald @francescabaerald.com · 09/09/2026
UNBOUND is live! 🥳 More than 250 maps are waiting for you in my cartography XXL artbook.
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Designhead Dungeon @designheaddungeon.bsky.social · 23/08/2026
@adamcyounis.bsky.social on the power of level design and creating memorable set pieces with reusable elements: #gamedev #gamedesign
youtu.be
When level design makes a game unforgettable
YouTube video by AdamCYounis
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Derek Lieu - Game Trailer Editor @derek-lieu.com · 10/08/2026
The launch trailer for Sheepherds quadrupled the views of the announce trailer—I made a video on the changes i recommended when @ultimodisco.bsky.social hired me as a consultant. My main advice was show more gameplay and not worry about making the game look packed with features.
youtu.be
How to Edit a Game Trailer That Keeps Viewers Hooked
YouTube video by Derek Lieu
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Derek Lieu - Game Trailer Editor @derek-lieu.com · 14/07/2026
Surprise! New video about basic story structure for game trailers, common mistakes to avoid, and some examples of trailers with great storytelling. This one stems from months of working on a day long masterclass I gave recently in France 👀 Shares much appreciated 😊
youtu.be
The Best Game Trailer Template | Video Game Trailer Academy
YouTube video by Derek Lieu
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Leafy Games @leafygames.bsky.social · 28/05/2026
There were some people who were curious about our monster's navigation system so we made a video explaining it! www.youtube.com/watch?v=H29d... #gamedev #indiedev
youtube.com
Idols of Ash - How we taught it to hunt
YouTube video by Leafy Games Official YouTube Channel
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Yacht Club Games @yachtclubgames.bsky.social · 03/06/2026
YCG Explains returns tonight at 7:30 PM PDT! ⚓ Sean and David dig into Episode 6: What Are Tight Controls? Responsiveness, consistency, input buffering, Mario vs. Mega Man, Castlevania, Smash Bros., and what “feels good” really means. 🎮 youtube.com/live/p_uXdGX...
youtube.com
YCG Explains - Episode 6: What Are Tight Controls?
YouTube video by Yacht Club Games
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Game Maker's Toolkit @gamemakerstoolkit.com · 20/05/2026
Mind Over Magnet is in Humble Bundle's perplexing puzzle bundle! www.youtube.com/watch?v=E2Gp... www.humblebundle.com/games/perple...
humblebundle.com
Perplexing Puzzles
Get a bundle full of perplexing puzzle games to challenge your mind and test your solving skills! Pay what you want and support the Trevor Project!
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Designhead Dungeon @designheaddungeon.bsky.social · 24/04/2026
@cathalcrumley.bsky.social on the architecture of emotion and “weenies” in Dark Souls: #gamedev #gamedesign
youtu.be
dark souls understands architecture
YouTube video by Cathal Crumley
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Adam Millard @architectofgames.bsky.social · 16/04/2026
youtu.be/Fuf_SpKCYVY There are some games out there which contain incredibly interesting ideas that just can't quite seem make them work - like one of Magic The Gathering's most infamous design failures and Mewgenics' Mage, but what causes this disconnect between potential and practicality?
youtu.be
Games That Are Too Cool For Their Own Good
YouTube video by Adam Millard - The Architect of Games
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Designhead Dungeon @designheaddungeon.bsky.social · 07/04/2026
@manfightdragon.bsky.social examines FromSoftware’s “interconnected spiral” level design philosophy through early Bloodborne test maps: #gamedev #gamedesign
youtu.be
unseen history of bloodborne's most iconic shortcut
YouTube video by Lance McDonald
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Designhead Dungeon @designheaddungeon.bsky.social · 23/03/2026
@dannyweinbaum.bsky.social on quality and quest design patterns of acclaimed quests: #gamedev #gamedesign
youtu.be
What Makes a Quest Good?
YouTube video by Eastshade Studios
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Mina Pêcheux 🔶 GET Locktale on Steam! @minapecheux.bsky.social · 05/03/2026
So - wanna tweak your game design easily thanks to Godot curves? Check out this quick tutorial! 🔥 👉 youtu.be/BoHYvtGHBVg #gamedev #game #godot #GodotEngine #godot4 #madewithgodot #csharp #gdscript #programming #tutorial #gamedesign
youtu.be
You need to know this Godot tool!
YouTube video by Mina Pêcheux
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Stein Makes Games @steinmakesgames.bsky.social · 07/03/2026
Bennett Foddy (Getting Over It) held a talk yesteday about his unconventional games - "Why Did I make this"? #gamedev #gamedesign @foddy.net www.twitch.tv/videos/27148...
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Designhead Dungeon @designheaddungeon.bsky.social · 05/03/2026
@chrisbodegard.bsky.social on interactive writing, attention, agency, choice and feedback design for the exceptional @esotericebb.bsky.social (script below slides): #gamedev #gamedesign
docs.google.com
PLEASE (DON’T) MAKE MORE GAMES WITH INTERACTIVE WRITING
PLEASE (DON’T) MAKE MORE GAMES WITH INTERACTIVE WRITING Player Engagement / Agency / Tips & Tricks Okay. So… I have a confession to make. I’m using a bad term here. And that’s interactive writing. Let...
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Will Perkins @williamhperkins.bsky.social · 01/02/2026
To celebrate id Software’s 35th birthday, @johnromero.bsky.social produced a great mini-doc on the making of Catacomb 3D (1991) – and it really illustrates just how foundational this game was for their later, more influential first person shooter work: youtu.be/ZcUqwMf01pI?...
youtu.be
Making Catacomb 3-D
YouTube video by John Romero
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antoine @antoine.fyi · 03/03/2026
our wizard-in-chief at @thegamebakers.com Anthony Beyer made a breakdown about ミ🪨 rocks 🪨彡. check it out! www.artstation.com/artwork/AZzrJm
artstation.com
Cairn - Technical Breakdown - Rock Rendering, Anthony Beyer
I was lucky to work on Cairn as Technical Art Director, and now that the game has been released, I thought it might be interesting to share some of its "development secrets". At the beginning, i want...
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Derek Yu @mossmouth.bsky.social · 22/02/2026
While we're celebrating Zelda's 40th, I want to give some love to some of the foundational action adventure games that predated it. Hydlide, in particular, deserves more respect outside of Japan for what it did for the genre in '84 (PC88). Tower of Druaga, Courageous Perseus, Dragon Slayer, Hydlide
The Tower of Druaga (Arcade)Courageous Perseus (PC-88)Dragon Slayer (PC-88)Hydlide (PC-88)
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/noclip @noclipvideo.bsky.social · 03/02/2026
🚨NEW DOC ALERT🕹️ The fourth episode of our Disco Elysium series is now live. In it we talk to Aleksander Rostov about his own artistic journey, and how the art team collaborated to create the narrative playground of Martinaise. WATCH: youtu.be/-eUtrUW2QVU
youtu.be
The Making of Disco Elysium - Part Four: Art
YouTube video by /noclip
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My Perfect Console podcast @myperfectconsole.bsky.social · 05/02/2026
For his perfect console @jon.inkle.co, narrative designer and co-founder of @inkle.co, chose: 1. Plundered Hearts 2. Blade Runner: The Adventure Game 3. Riven: The Sequel to Myst 4. The Last Express 5. Shadow of the Colossus Listen to Jon discuss his picks in this week's episode: sptfy.in/3lqj
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Robin-Yann Storm @rystorm.com · 27/01/2026
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!
rystorm.com
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
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/noclip @noclipvideo.bsky.social · 13/01/2026
🚨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
youtu.be
The Making of Disco Elysium - Part Three: Writing
YouTube video by /noclip
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Detective Fantasia: EXCALIMURDER @detfantasia.bsky.social · 05/01/2026
Sprite stacking 101 🧩 #pixelart #indiedev #GameMaker
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/noclip @noclipvideo.bsky.social · 12/12/2025
🚨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.
youtube.com
The Making of Disco Elysium - Part Two: Building Elysium
YouTube video by /noclip
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Designhead Dungeon @designheaddungeon.bsky.social · 18/12/2025
@simondev.bsky.social on math fundamentals for #gamedev, very accessible for less mathy folk:
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Game Maker's Toolkit @gamemakerstoolkit.com · 15/12/2025
New on GMTK - The World Design of Hollow Knight: Silksong youtu.be/l7xXW0EbK4g
youtu.be
The World Design of Hollow Knight: Silksong
YouTube video by Game Maker's Toolkit
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ThatGuyGlen @thatguyglen.bsky.social · 12/12/2025
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
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/noclip @noclipvideo.bsky.social · 28/11/2025
🚨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.
youtube.com
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip
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Oskar Stålberg @oskarstalberg.bsky.social · 21/11/2025
The boundaries is where the interesting things happen!
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Designhead Dungeon @designheaddungeon.bsky.social · 21/11/2025
@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
youtu.be
The Baby Steps Interview: Does Bennett Foddy just want to make us mad?
YouTube video by GoGoGaming
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Mike Cook @mtrc.bsky.social · 14/11/2025
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...
First page of the paper, which is readable in the link.
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Designhead Dungeon @designheaddungeon.bsky.social · 11/11/2025
On #silksong ‘s surprisingly complex damage calculations: #gamedev #gamedesign
youtu.be
Explaining Silksong's Misleading Damage System
YouTube video by Rusty.
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Raph Koster @raphkoster.bsky.social · 03/11/2025
Game design is simple, actually. Except when it isn't. Here are the 12 things you need to know.
raphkoster.com
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.
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Game Maker's Toolkit @gamemakerstoolkit.com · 05/11/2025
New on GMTK - let's talk about the power of prototyping - youtu.be/8tHJgtbj6rs
youtu.be
What's the Point of Prototyping?
YouTube video by Game Maker's Toolkit
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Designhead Dungeon @designheaddungeon.bsky.social · 02/11/2025
@oskarstalberg.bsky.social’s excellent presentation on efficient and flexible tile-based procedural generation: #gamedev #gamedesign
youtu.be
SGC21- Oskar Stålberg - Beyond Townscapers
YouTube video by Sweden Game Arena
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Joe Baxter-Webb @indiegameclinic.bsky.social · 31/10/2025
It is time to shout about fun in a car park // What is Fun? A Game Design Introduction youtu.be/56ENqlUST9U
youtu.be
What is Fun? A Game Design Introduction
YouTube video by Indie Game Clinic
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Lucas Pope @dukope.bsky.social · 21/10/2025
"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
youtu.be
Return of the Obra Dinn - Narrated Modeling Mega Timelapse
YouTube video by Lucas Pope
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Designhead Dungeon @designheaddungeon.bsky.social · 28/09/2025
Old but always makes me smile. Appreciate your testers: #gamedev
youtube.com
Dev vs. Tester: Guess who’s got the edge in this epic meme showdown? 💻
YouTube video by codemug
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Dom2D 💜 @dom2d.bsky.social · 23/09/2025
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
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Designhead Dungeon @designheaddungeon.bsky.social · 17/09/2025
Mildly condescending BBC visit to uniformed Shigeru Miyamoto at work in the 90s: #gamedev #gamedesign
bbc.com
BBC Archive 1990: Inside Nintendo
The Money Programme looks at the rise of Nintendo, and speaks with Shigeru Miyamoto.
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Slynyrd @slynyrd.bsky.social · 01/09/2025
Make your dream castle! www.slynyrd.com/blog/2025/7/... #pixelart #tutorial
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/noclip @noclipvideo.bsky.social · 05/09/2025
🚨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
youtu.be
The Making of Wolfenstein - Noclip Documentary
YouTube video by /noclip
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Derek Yu @mossmouth.bsky.social · 05/09/2025
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.
Derek says: "In theory, games are the perfect place to teach that failure is not only okay but a necessary stepping stone to success. But now it's so easy to switch to a game with guaranteed progress, so games with consequences for failure are more risky to make, creating a cycle."

Other person replies: "IMO the issue is that failure is usually discouraged. At best you just lose time, at worst you get extra punishment (loss of XP for example). Both just feel like you lost (limited) gametime for nothing. IMO also a reason why meta-progression is popular. Respect the player's time"

Derek replies: "Hmmm... the thing is, my time feels more disrespected when I realize my actions don't really matter? Like, if no matter what I do, I make progress, that feels like more of a waste of my time, personally."
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Tommy Thompson @tommy.aiandgames.com · 29/08/2025
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?...
youtu.be
Donkey Kong Bananza's Simplest Design Trick | Design Dive
YouTube video by AI and Games
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Designhead Dungeon @designheaddungeon.bsky.social · 21/06/2025
@indiegameclinic.bsky.social on prototyping, feasibility testing, and game design intuition: #gamedev #gamedesign
youtu.be
Prototypes, Hunches, and Short-Cuts
YouTube video by Indie Game Clinic
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Designhead Dungeon @designheaddungeon.bsky.social · 05/06/2025
Jonathan Blow on filling the emergent space created by interacting game mechanics: #gamedev #gamedesign
youtu.be
Jonathan Blow on Designing Game Mechanics
YouTube video by gamedev cuts
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Designhead Dungeon @designheaddungeon.bsky.social · 23/05/2025
Game devs on what people get wrong about game dev: #gamedev #gamedesign
gamesradar.com
"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
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Joris Dormans @jorisdormans.bsky.social · 18/05/2025
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
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Designhead Dungeon @designheaddungeon.bsky.social · 13/05/2025
@slynyrd.bsky.social on pixel perfect parallax: #gamedev #gamedesign
slynyrd.com
Pixelblog - 23 - Parallax Scrolling — SLYNYRD
How to make stand alone parallax animation loops with pixel perfect motion
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Robert Yang @radiatoryang.bsky.social · 10/05/2025
new blog post: turned my gdc 2025 level design theory talk into a blog post www.blog.radiator.debacle.us/2025/05/spac...
blog.radiator.debacle.us
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.
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