Design

The total experience of playing a video game is called gameplay.

Mechanics (rules): The components of the game.

Dynamics (system): How these components act with the player and each other.

Aesthetics (experience): The response from the player when he interacts with the game system.

About specific games

RetroAhoy: Doom - 2016

Game Maker's Toolkit - What We Can Learn From Doom - 2016

Noah Caldwell-Gervais Game Retrospective - 2015

RetroAhoy: Carmageddon - 2015

RetroAhoy: Syndicate - 2015

Handmade Hero - 2014

UI

Game UI By Example: A Crash Course in the Good and the Bad - 2013

Process

How to really involve a larger team in the creative process - 2012

Visualizing the Creative Process - 2010

What is your game design style? - 2009

Reference

Bloodborne: You are the experience points - 2016

There Is No Such Thing As A Cinematic Video Game - 2016

History of the best immersive sims - 2016

Engines of Play: How Player Motivation Changes Over Time - 2016

Keeping Level Designers in the Zone Through Level Editor Design - 2016

Gods and Dumps: Attribute Tuning in Pillars of Eternity - 2016

What Makes an Indie Hit?: How to Choose the Right Design - 2015

Learning to Create Games - 2015

How Board Games Matter - 2015

The Heart of Game Systems - 2015

On the Taxonomy of Spaceships - 2015

A Brief History of Graphics - 2015

Crafting a 2D RPG - 2013

Mechanics, Dynamics, Aesthetics - 2013

Multiplayer Logistics - 2013

Loops and arcs - 2012

Looking Glass Studios Interview Series - 2012

The indie marketing plan - 2012

Level 2: Game Design / Iteration and Rapid Prototyping - 2009

Gameplay Fundamentals Revisited, Part 2: Building a Pacing Structure - 2008

Gameplay Fundamentals Revisited: Harnessed Pacing & Intensity - 2008

The Chemistry Of Game Design - 2007

Gameplay Design Fundamentals: Gameplay Progression - 2006

What are game mechanics? - 2006

Persistent myths about Game Design - 2006

Managing game design risk: Part I and Part II - 2006

Creating a system of game play notation - 2006

A practical definition of innovation in game design - 2005

The Game Design Process - 1999

Ultima Ratio Regum

Steam Database!

Boss Keys - Zelda dungeon design

Game Maker's Toolkit

The Invisible Hand of Super Metroid - 2012

Lessons from Doom -

Enemy Design in Retro Games - Build a Bad Guy Work Shop

The Quest for the Custom Quest System

The Art of Enemy Design in Zelda: A Link to the Past

Mechanics, Dynamics, Aesthetics

7 influential immersive sims that all devs should play

Books on Worldbuilding - 2018

CRPG Book Project

Game Design Essentials: 20 RPGs