The go-to recommendation on game feel and polish, cited by HN as one of the best talks for anyone making interactive things feel good.
Topics › Games & Game Development
The best game design videos, according to Hacker News
64 videos about game design that Hacker News commenters keep pointing each other to, ranked by how many separate months they were recommended. Part of Games & Game Development.
A perennial recommendation for anyone learning game feel and juice, praised for showing concrete steps that turn a bland prototype into a satisfying game.
It is the standard link in HN threads about software decay, lost knowledge and fragile technological civilization.
HN keeps recommending it as an inspirational, funny talk on running a long-lived indie studio and what Steam provides for its 30% cut.
It is the go-to talk for anyone building falling-sand or pixel-physics simulations, and several commenters say they modeled their own engines on it.
Frequently recommended whenever Diablo or its origins come up, for its candid account of the human side of game development.
HN cites it repeatedly in debates about in-app purchases and monetization corrupting games.
HN commenters cite it as the definitive critique of Fortnite's monetization and of manipulative free-to-play design.
Recommended as a thoughtful critique of addictive game design and the designer's role in building ethical games.
HN raves about it as one of the best conference talks, showing a master's creative process and sound design.
HN recommends it as a great account of how Civilization was made and as a source on perceived fairness in game design.
HN commenters use it as a short, accessible primer on social credit and surveillance-driven gamification, linking it in many privacy and China threads.
HN recommends it as a transparent MMO postmortem and as the source of the story that the term 'shard' originated with Ultima Online.
HN recommends it as a concise video essay on why Nintendo games feel good and how the company iterates.
HN points to it whenever Dwarf Fortress comes up, mainly for the alcohol-poisoned cats bug story and a developer's view of the game's depth.
HN recommends it as a deeper look at Deus Ex's themes, and as the best essay on its politics and economics.
HN cites it for the story of how Pitfall's levels are generated procedurally from a seeded counter, within 4K of ROM.
HN people cite it when discussing perceived randomness, luck and player experience in games, and say more designers should heed it.
Recommended even to people outside game development as a useful, practical perspective on how creativity works.
HN uses it as a canonical anecdote that designers badly predicted player behavior, and in threads about UO and sharding.
HN considers it the go-to link for conveying the chaos of Space Station 13 in any related discussion.
HN uses it to illustrate learned literacy in game and software UX, and how unfamiliar conventions confuse newcomers.
Commenters call it one of the best, most insightful explanations of sandbox versus theme-park MMO design.
Recommended as a prime example of large-scale procedural generation used in a shipped AAA game.
HN points to it for the design philosophy behind PICO-8's constraints.
HN commenters recommend it as a hilarious account of mass-produced app store shovelware and cite it in threads on spam and low-quality content.
HN commenters recommend it as the key talk on why game AI is built to be fun rather than to win.
Held up as an exemplary GDC postmortem and a first-hand account for fans of the original Fallout.
HN points to it as the best talk on how people misunderstand probabilities and how designers handle that.
Recommended as an engaging, well-researched look at the history of gambling machines and how games borrow their psychology.
Recommended as an entertaining, hilarious view of developers watching a speedrunner break their game.
HN commenters recommend it as a witty critique of the game, and cite it in discussions of the yellow filter in games.
HN mostly cites it critically, as an insider's blunt playbook for psychologically exploiting players in F2P and loot box games.
HN commenters recommend it as a thoughtful take on doing gamification and game design well.
HN commenters use it as the standard example of invisible onboarding and good game design, praising it as funny and insightful.
HN points to it whenever Another World comes up, as one of the better GDC talks by the game's creator.
Recommended in indie and solo game development threads as a grounded account of making a living in games.
HN considers it one of the best GDC post-mortems, with funny anecdotes (such as turning down Hotmail equity) and multiplayer insights.
HN recommends it when people ask why games aren't marketed by creator like films, and for the value of attaching your name to your work.
HN commenters recommend it as a firsthand account from the creator, including the old tooling.
Pointed to in threads on loot boxes, gacha games and exploitative monetization as a damning overview.
Recommended as an accessible talk on emergent narrative and on how RimWorld was designed, and cited in threads on simulation games.
HN commenters cite it as the reference for how a rewind system works and as a point of comparison for undo and serialization approaches.
HN uses it to argue that mechanical difficulty and limited attention are integral to RTS strategy, especially in StarCraft AI threads.
Recommended for its insight into game design and cited as a vivid example of how tricky localization can be.
HN uses it as a short explanation of AAA pricing economics in discussions of microtransactions and game pricing.
HN recommends it for its argument that single-player campaigns and modding are overlooked in RTS design.
HN commenters point to it as a fantastic developer commentary on how Doom's first episode was made.
HN commenters find his insights good, especially the idea that games work for learning by doing and for teaching problem-solving, in contrast to gamification.
HN points to it as a short source on operant conditioning in games, loot boxes and engagement loops, with design alternatives.
HN recommends it as a detailed RCT documentary in threads on the game's optimization and design legacy.
HN commenters recommend it as an honest account of the emotional toll and persistence of long indie game development.
HN people mention it as a notable historical talk from the early game industry, though some see it as showing his eccentricity.
HN uses it mainly as a critical review of the game, saying it captures a lack of respect for the player, though one commenter suggests watching it after finishing.
HN mentions it for the game design history it contains and as part of a list of good gaming history channels.
HN cites it as the standard walkthrough of Mario's implicit teaching and as an example of hiding the tutorial inside the problem.
HN people cite it for solo-dev inspiration and for the rendering technique behind the game's look.
Pointed to as a breakdown of predatory monetization design in games.
HN points to it for Wright's ideas on procedural design and as the source of the huge expectations around Spore.
Cited in game-economy threads as a clear explanation of why vendor-sellable loot causes hyperinflation and how designers counter it.
HN links it in discussions of 4D visualization and Miegakure as an intuitive demonstration of the fourth dimension.
HN commenters link it as the primary source for the 'multiplicative gameplay' idea and the chemistry engine behind BotW.
Pointed to as an early example of LLM-powered NPC dialog in games.
Pointed to as a rare look at the real SCUMM code of a classic adventure game.
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