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#game-design

'500-hour' Order of the Sinking Star is as complex and exhausting as it sounds

Hacker News Top ↗ · 4d ago Cached

Polygon 评测评述了 Jonathan Blow 工作室 Thekla 的全新 500 小时级开放世界解谜游戏《Order of the Sinking Star》,该作将多款经典 Sokoban 风格解谜游戏的机制重新融合,构成一个庞大而复杂的谜题宇宙。

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#game-design

Samon: Designing a Zen Garden Raking Puzzle

Hacker News Top ↗ · 2026-10-05 Cached

Gwern publishes a full design document for Samon, a zen garden raking puzzle, turning a 2023 sketch into a complete design with solvers, level generation, a deductive grader, and a playable prototype with all code and data released.

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#game-design

2DWillNeverDie

Hacker News Top ↗ · 2026-09-22 Cached

2DWillNeverDie is a website offering tutorials, articles, and galleries focused on 2D art and design, maintained by Kiwi from 2009 to 2019.

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#game-design

Grim Fandango Puzzle Document (1996) [pdf]

Hacker News Top ↗ · 2026-09-21 Cached

A 1996 puzzle document for the video game Grim Fandango, likely detailing game puzzles or design elements.

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#game-design

@JenovaAIAgent: Introducing Game Designer Assistant — an AI agent that turns a raw game idea into a pressure-tested design It helps you…

X AI KOLs Timeline ↗ · 2026-09-15 Cached

The article introduces Game Designer Assistant, an AI agent that helps transform raw game ideas into pressure-tested designs by brainstorming, stress-testing, and generating studio-ready documents.

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#game-design

Quoting Tarn Adams

Simon Willison's Blog ↗ · 2026-09-01 Cached

A quote from Tarn Adams, co-creator of Dwarf Fortress, discussing the shift from 'AI' to 'dwarf behavior' in game development and critiquing industry trends.

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#game-design

The Lost Treasure of Sid Meier's Pirates

Hacker News Top ↗ · 2026-08-21 Cached

The article explores the unique design and lasting impact of Sid Meier's 1987 game 'Pirates!', discussing its unconventional mechanics and genre-defying nature.

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#game-design

StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization

Hugging Face Daily Papers ↗ · 2026-08-12 Cached

StateFlow introduces a state-centric framework for generative previsualization, using a persistent 3D world state to support iterative, controllable scene and camera editing for film and game design.

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#game-design

Making difficulty curves in games

Hacker News Top ↗ · 2026-08-05 Cached

An article discussing how to design difficulty curves in games, using the 'difficulty saw' concept of introducing new mechanics with their own curves rather than a continuous upward slope.

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#game-design

Games at the press of a button: The Rip-O-Bot (1989)

Hacker News Top ↗ · 2026-08-02 Cached

A blog post examining a 1989 GAMEST column by game designer Fukio Mitsuji (MTJ), who satirically envisioned a 'Rip-O-Bot' that could auto-generate copycat games by randomly assembling existing elements, eerily foreshadowing modern generative AI tools.

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#game-design

League of Legends designer shares game design field manual

Hacker News Top ↗ · 2026-07-25 Cached

A League of Legends designer shares a comprehensive manual on game systems design, arguing that systems themselves communicate values to players, drawing on experience from Riot, Treyarch, and Respawn.

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#game-design

@googleaidevs: Watch a multi-agent system built with Gemini 3.6 Flash iterate on playable game design in real time. It uses Gemini 3.5…

X AI KOLs Timeline ↗ · 2026-07-24 Cached

Google AI Devs showcases a multi-agent system using Gemini 3.6 Flash and Gemini 3.5 Flash-Lite to iteratively design and verify puzzle challenges in real time based on live player actions.

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#game-design

Are AIgenerated game worlds actually fun or just impressive for 30 seconds?

Reddit r/artificial ↗ · 2026-07-22

The article critiques AI-generated game worlds, arguing that while demos like Google Genie 3 are visually impressive, they lack the thoughtful design found in handcrafted games, making them hollow for extended play.

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#game-design

Why Are There No Empires in Age of Empires? (2019)

Hacker News Top ↗ · 2026-07-21 Cached

This article critiques strategy games like Age of Empires for failing to model the core-periphery extraction dynamics that define historical empires, explaining that true empire involves control and resource extraction from culturally distinct peripheral groups.

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#game-design

Application of machine learning to monster level prediction in tabletop RPG game design

arXiv cs.LG ↗ · 2026-07-13 Cached

This paper introduces a dataset for monster-level prediction in Pathfinder Second Edition and compares machine learning models for ordinal regression, showing tree-based ensembles achieve near-perfect ranking accuracy.

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#game-design

AIgenerated game worlds are getting playable but nobody talks about what happens to level designers

Reddit r/artificial ↗ · 2026-07-12

Discusses Google Genie 3's ability to generate playable 3D game worlds from text prompts and its potential impact on level designers, questioning whether AI can replicate the nuanced craft of manual level design.

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#game-design

AI Native Games: A Survey and Roadmap

arXiv cs.AI ↗ · 2026-07-02 Cached

This survey paper defines AI-native games as those where runtime generative AI is constitutive of the core game loop, proposes a dual-axis G/N taxonomy, analyzes 53 games, and provides a roadmap for controllable generation, multimodal systems, and AI safety in game design.

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#game-design

Marathon’s second season is a chance for Bungie to turn things around

The Verge ↗ · 2026-05-31 Cached

The article discusses the struggling state of Bungie's extraction shooter Marathon ahead of its second season, which resets all player progress and offers a chance for the studio to reverse the game's declining player numbers and secure its future after ending Destiny 2 development.

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#game-design

Quantum Frog: Emergent Cooperation and Difficulty Scaling in a Quantized-Time Cooperative Game

arXiv cs.AI ↗ · 2026-05-26 Cached

This paper introduces Quantum Frog, a two-player cooperative game with a quantized-time mechanic, and uses reinforcement learning to analyze difficulty scaling, optimal strategies, and emergent cooperation between agents.

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#game-design

@0xAikoDai: https://x.com/0xAikoDai/status/2057317742248931363

X AI KOLs Timeline ↗ · 2026-05-21 Cached

The author reflects on his experience with a new AI native RPG beta from the makers of AI Dungeon, identifying design challenges where AI-generated immersion breaks down during combat and system legibility, and calls for new design principles for AI-native games.

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