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Game Design
by
Petru Ghiorghita
Luiz Carlos Vieira
Jakob B
Carlos Vila
Dũng Nguyễn
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games
design
development
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Petru Ghiorghita
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petru-ghiorghita-196175bb
Petru Ghiorghita
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420 links
36 blocks
published
7 years ago
updated
2 years ago
Other curators
1
Luiz Carlos Vieira
153
2
Jakob B
100
3
Carlos Vila
67
4
Dũng Nguyễn
17
Game Design
1
Games Analysis
0
2
Combat Systems
0
3
Game Design and Humanity
0
4
Philosophy
0
5
Movement-Controlls-Cameras
0
6
Animation
0
7
Level Design
0
8
Systems-Feedback-Economy
0
9
Kinaesthetics
0
10
Narrative
0
11
Game Balance
0
12
Character design
0
13
Tutorials
0
14
AI & Enemy Design
0
15
Color Design
0
16
Player behaviour and motivation
0
17
Depth-Complexity-Difficulty
0
18
Theatrics
0
19
Platformer Design
0
20
Game Labs
0
21
Accessible Design
0
22
Aesthetics and Environment
0
23
Bad design
0
24
Sandbox & Open World Design
0
25
Mulitplayer
0
26
Lighting
0
27
Design documents
0
28
SFX/Soundrack
0
29
How I made my ...
0
30
UI Design
0
31
VR
0
32
Game Dev advices
0
33
Prototyping
0
34
Designing with a community
0
35
Mechanics and Puzzles
0
36
Youtube Ch.
0
28 more
Games Analysis
1
Video: Designing without a pitch - The FTL postmortem
0
2
Dark Souls - Gamasutra articles
0
3
Divinity: Original Sin Postmortem
0
4
How S.T.A.L.K.E.R. does survival right
0
5
What Indie Developers Can Learn from Minecraft
0
6
Why Left 4 Dead Works
0
7
Diablo: A classic game postmortem
0
8
Game design and mind control in Superhot
0
9
Stoic Studio's The Banner Saga 2
0
10
10 seminal game postmortems every developer should read
0
11
Breaking Down a Masterpiece
0
12
Deus Ex Game Postmortem
0
5 more
Combat Systems
1
On Making Good Combat Mechanics
0
2
Enemy Attacks and Telegraphing
0
3
The Fundamental Pillars of a Combat System
0
4
Game Maker's Toolkit - Redesigning Death
0
5
Surrending control without letting go: procedural character movement
0
6
Building an RPG Battle System
0
Game Design and Humanity
1
Jenova Chen / Blank Canvas Designing A New Era of Emotional Storytelling Through Games
0
2
Jonathan Blow: Video Games and the Human Condition
0
3
Understanding Human Attention and Economies of Engagement
0
4
The Future of Storytelling
0
5
Virtual Empathy & Moral Reflection In Video Games
0
Philosophy
1
Fun is a four letter word
0
2
Dynamics: The State of the Art
0
3
An Aimless Diatribe On Fun
0
4
Gameplay x playability: defining concepts, tracing differences
0
5
EC - Aesthetics of Play - Redefining Genres in Gaming (full MDA in comments)
0
6
Fundamental Components of the Gameplay Experience: Analysing Immersion
0
7
Behavioral Game Design
0
8
Flow in Games a Jenova Chen MFA Thesis
0
9
Understanding Experience in Interactive Systems
0
10
The 13 Basic Principles of Gameplay Design
0
11
The Chemistry Of Game Design
0
12
"Design of Everyday Things" Applied to Game Design
0
11 more
Movement-Controlls-Cameras
1
Climbing in Games
0
2
Gamers can't jump! (and other grumbles)
0
3
Third person camera design with free move zone
0
4
Doing Thumbstick Dead Zones Right
0
5
Getting thumbsticks to feel good
0
6
The 5 Golden Rules of Input
0
7
Game Design Deep Dive: The unique touchscreen action game controls of Helix
0
8
Designing a fluid and handy FPS movement system
0
9
0.5x A Presses (Commentated)
0
10
Dying Light's Natural Movement system
0
11
Analyzing Core Character Movement in 3D
0
12
50 Game Camera Mistakes
0
5 more
Animation
1
12 Principles of Animation
0
2
- YouTube
0
3
5 tips for making great animations for 2D games
0
4
How To Tackle Character Design For 2D Games?
0
5
Anime/Manga - How to not suck at game design
0
6
Inkblot animation - How to not suck at game design
0
7
- YouTube
0
8
The Animation Process Of Ori & The Blind Forest
0
Level Design
1
Composition in Level Design
0
2
Clever Level Design: More than Meets the Eye
0
3
Chris Solarski / Art & Video Game Design Blog
0
4
Views and Vistas
0
5
The Invisible Hand of Super Metroid
0
6
Level Design In The Legend Of Zelda
0
7
Architecture in Video Games: Designing for Impact
0
8
Designing Better Levels Through Human Survival Instincts
0
9
Valve’s Design Process For Creating Half-Life
0
10
Level design: Doom's "horseshoe"
0
11
World of Level Design
0
12
The Art of War: Gears of War
0
44 more
Systems-Feedback-Economy
1
Building Tight Game Systems of Cause and Effect
0
2
A Study in Transparency: How Board Games Matter
0
3
Daniel Cook: Game Design Theory I Wish I had Known When I Started
0
4
Errant Signal - Perceivable Consequence
0
5
Loopholes in Game Design
0
6
Systems, Game Systems, and Systemic Games
0
7
7 crafting systems game designers should study
0
8
Puzzle Dependency Graph Primer
0
9
Anatomy of a Game Mechanic
0
10
The In-game Economics of Ultima Online
0
11
The Design of Online Economies
0
12
Stealth In Video Games And Why It's So Fun
0
10 more
Kinaesthetics
1
In Praise Of Sticky Friction
0
2
Improving the Combat 'Impact' Of Action Games
0
3
Errant Signal - Kinaesthetics
0
4
"The art of screenshake" at INDIGO Classes 2013
0
5
Animation in Action Games
0
6
Good game respons to user input
0
7
Dying Light's Natural Movement system
0
Narrative
1
Unexpected Narrative in Games
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2
The Level Design of Gone Home
0
3
Techniques for In-Level Storytelling
0
4
Thief vs. AAA Gaming
0
5
Telling Stories with Systems
0
6
Plot Is Dumb, Character Is Cool
0
7
The Self, Presence and Storytelling
0
8
Writing a more compelling game narrative
0
9
4-Layers, A Narrative Design Approach
0
10
A Practical Guide to Game Writing
0
11
How to Write a Video Game Script
0
12
Minimalism in Game Narrative: Can we say more by talking less?
0
16 more
Game Balance
1
Metagame Balance
0
2
Balancing Multiplayer Games, Part 1
0
3
Asymmetry in Games
0
4
Game Balance Concepts (Ian Schreiber) 'lessons'
0
Character design
1
Visual Clarity in Character Design (Part 1)
0
2
Create Brief Visual Descriptions Of Characters
0
3
Patrick Jones and his female anatomy.
0
4
Behind the Scenes: Monster Creation
0
5
Breathing life into non-player characters: insights from psychological attribution
0
6
Designing and animating the heroes of Overwatch
0
7
Creating customizable characters with paper prototypes
0
8
Writing Diverse Characters
0
9
How Irrational gave life to Bioshock Infinite's Elizabeth
0
10
Designing Morally Difficult Characters
0
2 more
Tutorials
1
How to train players right, so they don't hate learning to play
0
2
Extra Credits: Tutorials 101
0
3
Half-Life 2's Invisible Tutorial
0
4
Mega Man Classic vs. Mega Man X
0
5
Super Mario 3D World's 4 Step Level Design
0
6
Tutorials: Learning To Play
0
7
How Rogue Legacy handles tutorials without being boring
0
AI & Enemy Design
1
Designing Awesome AI
0
2
The Recipe for Good AI
0
3
Players Want Smart Artificial Intelligence
0
4
Intelligent Mistakes: How to Incorporate Stupidity Into Your AI Code
0
5
Target Selection for AI Companions in FPS Games
0
6
Boss Battle Design and Structure
0
7
No More Wrong Turns
0
8
AI and Designers Discussion
0
9
AiGameDev.com
0
10
How AI in Games Works
0
11
AI Isn't a Subsystem
0
12
7 golden rules for building a better boss fight
0
7 more
Color Design
1
Color in games: An in-depth look at one of game design's most useful tools
0
2
Visual Hierarchy for Game Developers: A Practical Guide to Making Important Stuff Seem Important
0
3
Color Theory Beyond the Wheel
0
4
How to Choose Colours that Work!
0
5
Colour In Storytelling
0
6
Color Theory For Game Design 1 of 4
0
7
Pixelart Palette - How to not suck at game design
0
Player behaviour and motivation
1
Behavioral Game Design
0
2
Achievements Considered Harmful?
0
3
Changing Player Behavior
0
4
The Nature of Grinding
0
5
Errant Signal - Gameification
0
6
Internet Gaming Disorder
0
7
Reward Schedules
0
8
Play As You Learn: Gamification as a Technique for Motivating Learners
0
9
Gamification: Toward a Definition
0
10
How Games Keep Things Exciting
0
11
The Psychology of Great Game Design
0
12
Trinity, Part 6 - Intensity Ramps
0
16 more
Depth-Complexity-Difficulty
1
Complexity vs. Depth
0
2
Evaluating Game Mechanics For Depth
0
3
Cheating in the Player's Favor
0
4
Reducing difficulty dynamically and invisibly
0
5
What Capcom Didn't Tell You About RE4 (difficulty)
0
6
Gamasutra
0
7
Gamasutra
0
8
Challenging vs. Punishing Games
0
9
Reward Systems, An Excerpt From Level Design: Concept, Theory, and Practice
0
10
Game Difficulty & Consumer Expectations
0
11
Challenging Design
0
12
7 games with great learning curves
0
6 more
Theatrics
1
Stagecraft in Player VS Player Games
0
2
The Useless Podcast: Episode 2 - Small Things
0
Platformer Design
1
The guide to implementing 2D platformers
0
2
Platforming Camera
0
3
Mega Man Classic vs. Mega Man X
0
4
The Full Spelunky on Spelunky
0
5
RetroGaming with Racketboy
0
6
Guide to Making Metroidvania Style Games 1/2
0
7
Guide to Making Metroidvania Style Games 2/2
0
8
Making Platforming Games
0
9
Why The Platformer Still Matters
0
10
A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games
0
11
A discussion on the deconstruction of a genre.
0
12
Level Design In 11 Points
0
18 more
Game Labs
1
Department of Game
23
2
LIDET
5
3
Play&Game
19
4
Center for Computer Games Research
2
5
Media Lab Helsinki
5
6
Gamelab
10
7
Enjmin
0
8
OMNSH
3
9
xm:lab
0
10
Gangs of Bremen
0
11
Cologne Game Lab
2
12
Digital Games Research Genter
0
Luiz Carlos Vieira
10 more
Accessible Design
1
No More Excuses, Your Guide to Accessible Design
0
2
IGDA Game Accessibility SIG
0
3
Why is accessibility important
0
4
Physical Barriers in Video Games
0
5
Resetting Accessibility in Games
0
6
Oil it or Spoil it! How to improve user experience
0
Aesthetics and Environment
1
Errant Signal - Photorealism
0
2
Why High Resolution Graphics Aren't Enough
0
3
What We Talk About When We Talk About Game Aesthetics
0
4
Orwellian Environment Design in Arkham City
0
5
Surrealism and Games
0
6
Stylized Realism
0
7
Art Deco and Bioshock
0
8
Art Direction Analysis of Arkham City
0
9
Creating the richly detailed world of Samorost 3
0
10
Crafting the world of Firewatch
0
11
World Building of Witcher 3
0
12
Crafting the striking art style of Monument Valley
0
12 more
Bad design
1
The Anatomy of a Bad Game
0
2
The No Twinkie Database! (huge list of articles)
0
3
Rules For Games: Do & Don’t #1
0
4
Rules For Games: Do & Don’t #2
0
5
Rules For Games: Do & Don’t #3
0
6
Indie Game Design Do-s and Don't-s
0
7
Seven Deadly Sins for Strategy Games
0
8
Sid’s Rules
0
9
Theme is Not Meaning (Part I)
0
10
Theme is Not Meaning (Part I)
0
2 more
Sandbox & Open World Design
1
The History and Theory of Sandbox Gameplay
0
2
Open World Issues Part 1: The Rockstar Model
0
3
Open World Issues Part 2: The Bethesda Model
0
4
Open World Issues Part 3: Trust And The Player-driven Narrative
0
5
Open World Design
0
6
Making A World Seem Open And Alive
0
7
Game Design Essentials: 20 Real-World Games
0
Mulitplayer
1
The Visual Guide to Multiplayer Level Design
0
2
GearsMultiplayerMapTheory
0
3
Bungie.net - Map Design 101
0
4
Designing FPS Multiplayer Maps
0
5
LevelCap Bashes BF4 Map Design
0
6
Why good matchmaking requires enormous player counts
0
7
Multiplayer Logistics
0
8
Scheduled multiplayer
0
9
Making Multiplayer Fun for the Opponent
0
10
Asynchronicity
0
2 more
Lighting
1
L4D Art Direction, Part 2: Stylized Darkness
0
2
The Darkside and the Light – The Anatomy of a Room in Mayhem In Single Valley
0
Design documents
1
design documentation archives - How to not suck at game design
0
2
User submitted doodles and sketches of games
0
3
The designer's workshop: The design document
0
4
Creating A Great Design Document
0
5
The ORIGINAL Monaco Game Design from 2003
0
6
300 game ideas/mechanics / day
0
7
How to Write a Game Design Document
0
SFX/Soundrack
1
How Music Can Intensify Video Games
0
2
Practical Audio for Indies
0
3
Game Maker's Toolkit - Adaptive Soundtracks
0
4
Arrangement for Vertical Layers Pt. 3
0
5
Creating the unique interactive soundtrack of Remember Me
0
6
Weapon Sound Design for Sci-Fi Shooters
0
7
How To Design Stellar Spaceship Sound Effects
0
8
Making of Samorost 3 Sound Design and Music
0
9
"Secret of the Forest" from Chrono Trigger
0
10
Inside - A Game That Listens
0
11
Oh My! That Sound Made the Game Feel Better!
0
12
The Elusive Goal
0
4 more
How I made my ...
1
Dungeon999F - Development logs
0
UI Design
1
Helping Your Players Feel Smart: Puzzles as User Interface
0
2
Video game user interface design
0
VR
1
Designing Disjointed VR Puzzles
0
2
One hour, five concentrated shots of VR game design advice
0
3
Gameplay and rendering experiments in VR
0
Game Dev advices
1
Sunless Sea Sales and Funding Deep Dive, Part I: Kickstarter
0
2
Why Kickstarters Fail and How to Avoid It
0
3
How to talk to the video game press
0
4
Manage a team right
0
5
125 things I learned while developing games
0
6
Game Design FAQs
0
7
Finishing a Game
0
8
Greenlighting a Niche Game
0
9
Designing Games That Don't Suck
0
10
The Fundamentals of Game Design
0
11
Less Talk More Rock- Boing Boing
0
12
Minimised game design for indies
0
20 more
Prototyping
1
Quick and Dirty Prototyping
0
2
How to Prototype a Game in Under 7 Days
0
3
Training Design Students to Tackle Art Issues with Prototypes
0
4
Ori And The Blind Forest Definitive Edition
0
Designing with a community
1
A Thousand Voices: Open Game Development
0
2
Taking Desktop Dungeons from Prototype to Pre-Order to Steam
0
3
Harnessing the Power of Community-Informed Development for The Long Dark
0
Mechanics and Puzzles
1
Storytime with Jonathan Blow at PAX East 2016
0
2
Simple mechanics, complex puzzle creation
0
3
Video game mysteries (feat. Jonathan Blow / Derek Yu / Jim Crawford)
0
Youtube Ch.
1
Game Maker's Toolkit
0
2
PixelProspector.com
0
3
Extra Credits
0
4
Design Doc
0
5
Let's Talk Game Design
0
6
Game Design Zen
0
7
BauerDesignSolutions
0
8
Five Great GameDev Websites Compilation
0
9
the indie goldmine
0
10
Gamefromscratch
0
2 more
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