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Ask HN: Recommend resources that helped your game dev journey?

Ask HN: Recommend resources that helped your game dev journey?

145 comments

·February 25, 2025

I’m new to game dev and struggling with my first project, Space Zero. I’d love recommendations for resources (books, tutorials) to learn game design—especially after my demo flopped. For context, I shared it on Hacker News, Reddit, and Product Hunt recently, and here’s why I’m making it, plus what I learned.

I grew up in Korea, a quiet kid hooked on Civilization and Minecraft—games were my escape, teaching me through play. After military service, I dropped college to co-found Disquiet, a social network for software builders. Now, 1.5 months into Space Zero with friends, I want it to be a space where people create and play together. Personally games shaped me, and I’d love to give that back.

But I’m clueless. don’t know design or mechanics. Our demo (collecting/crafting) got 500 signups in 4 days on HN/PH, but feedback was tough: - No clear goal, felt aimless. - AI crafting items lacked purpose, just swing the result. - Too barebones for a demo.

Posting on Reddit’s indie dev sub (my first try) got some “you did it wrong” too. It stung, but I see now: purpose matters, mechanics need depth. I’m reading The Art of Game Design by Jesse Schell—it’s great so far, but I need more.

Any books, videos, or communities that helped you grasp design or make fun mechanics? I’ll keep building Space Zero quietly, aiming to fix these gaps. Any recs mean a lot to a newbie like me!

AJ007

You need to make multiple games and think about what did and didn't work. Very few developers it was their first game. The early PC developers were pumping out multiple games a year.

While it won't help with real time games, Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanism, will get you thinking about game mechanics.

If you want to make social games, then read The Lessons of Lucasfilm's Habitat http://www.fudco.com/chip/lessons.html There's also 21 years of blog posts worth reading here http://habitatchronicles.com/category/general/

Also don't signup-gate web games, players need to be able to play them instantly, without an account.

ericmcer

I just read a great quote about this in an Italo Calvino novel:

"If I think I must write `one` book, all the problems of how this book should be and how it should not be block me and keep me from going forward. If, on the contrary, I think that I am writing a whole library, I feel suddenly lightened: I know that whatever I write will be integrated, contradicted, balanced, amplified, buried by the hundreds of volumes that remain for me to write"

bjconlan

Italo Calvino was noted as being of great inspiration to Jonathan Blow (as a relative point of interest on the OP's question)

I think during one of the Braid 20th anniversary podcasts[0] he talks to it which I loved listing to (from a historic viewpoint; well moreso than a game dev/design)

[0]https://open.spotify.com/show/7t7FUL1e9vMCLWpKqcknAL?si=B_Bd...

bloomingkales

Your gems are in the back of the stack: [shit, shit, kinda shit, sorta shit, gem], gotta keep popping the stack.

stevekwon211

That’s a thought-provoking point. Sometimes I feel like I push myself too hard in the process of building stuff.

peckemys

In this spirit of practicing and making multiple small games before a big one, I find the 20 Games Challenge[0] interesting. It's a list of known games sorted in increasing difficulty to reproduce, introducing new concepts progressively.

[0]: https://20_games_challenge.gitlab.io/

stevekwon211

Thanks for the interesting link! I’ve got to take a look at it

mikepurvis

Not a gamedev myself, but I think playing a bunch of board games is huge— the complexity constraints for a board game are way tougher than they are for a computer, so designers (the good ones, anyway) are really forced to consider if each new resource, token, turn phase, victory condition, etc is really pulling its weight in the final product. The mechanics have to be ruthlessly stripped back to be just what is absolutely essential to make it work. Games like Patchwork, Santorini, Azul, Carcassonne, etc are a master class in this.

A computer can be doing mountains of bookkeeping behind the scenes, and that not only obscures what is actually going on from the player, but it can make the designer believe they have "depth" when all they really have is an overcomplicated mess.

Watch YouTube channels where board games are taught, and pay attention to the structure of a video like that— it's "you play as X in setting Y, your ultimate goal is to Z, and along the way you're going have to A, B, and C to achieve that. The game will end when conditions Q are met. The hook that makes this game unique is that ____."

A video game (especially an indie game) should be able to pitched exactly as succinctly as that.

stevekwon211

This is an approach I’ve never thought about before. Studying board games could definitely teach me how to design games in a simple and effective way. I’ll check out the board games you mentioned too, thanks!

stevekwon211

Thanks for the good resources and comments, I’ll definitely check them out!

modernerd

I don't think books and tutorials help that much. Playing and making games — a lot of games — might help you grow more as a designer than reading and watching YouTube.

1. Do master studies. Take a tiny environment or mechanic of a game you love and reproduce it for education, knowing you'll throw it away. Do this often. Get faster at it.

2. Ask people what their favourite game is. Play it. If it's fun to you, why? If it doesn't resonate with you, why?

3. Internalise the idea that ideas don't matter that much, execution is what matters. Good game designers can make otherwise boring games feel fun to play. (See "the art of screenshake" below.)

4. Make a lot of games. Make them small enough to finish. You don't have to release them all, but you should watch other people play them sometimes.

5. Don't listen to people who tell you not to watch YouTube for game design ideas, there are plenty of great videos out there that have positively changed how I think about game design:

The art of screenshake (starts a little slow, but stick with it!):

https://www.youtube.com/watch?v=AJdEqssNZ-U

Designing to reveal the nature of the universe:

https://www.youtube.com/watch?v=OGSeLSmOALU

Game design is a search algorithm:

https://www.youtube.com/watch?v=o5K0uqhxgsE

tigger0jk

+1 for make a lot of small games you can finish. Game jams / hackathons are good for this [1][2]. The fact that OP got their demo in front of people in ~6 weeks is heartening though for that aspect, many people lock themselves away for years only to discover their efforts were ill-advised.

[1] https://itch.io/jams [2] https://ludumdare.com/

waldothedog

Ludumdare! Thank you, I could not remember the name of this

dejobaan

There's a lot of great advice in this thread. My take, after 30 years in the industry and stubbing my toe a lot:

1. Make as many small games as possible, but also mod as many games as possible and/or take existing games and tweak/twist them in a bunch of interesting ways. You'll explore some interesting design space without having to build everything from scratch.

2. Show your games off to friendly colleagues/other devs early and often. Earlier than you're ready for (because we're never quite ready!), and in person, if possible. Ask them what they'd do next, if they started with the game you just showed them. Most game devs at a physical community event want you to succeed, and are good at saying, "I'd do XYZ next." You don't have to listen to them, but if you do that enough, you'll get a good picture of how others see your work.

3. Whether you agree with them or not, be aware that GenAI is a sensitive topic for many game devs. Your Reddit post, if I'm seeing the right one, says "AI-powered browser game," which will be strongly divisive. I'd just focus on finding out what people like/dislike about gameplay, as that seems to be what you're looking for feedback on.

4. Design books are good, but I actually think they're an advanced maneuver. This is personal experience only, so take with a grain of salt, but I tend to kinda navel gaze and design-bible a project to death if I'm reading things too early in the process. So, if you've already digested Schell's book, I don't think you need to read a pile more yet.

5. Play as many games as possible, in the area of design you're interested in working. You'll see how people do stuff, you'll avoid making some obvious mistakes, and you'll get a bunch of ideas for stuff that devs aren't doing, that you could try.

Gamedev is tough but fun, and I wish you the best of luck!

stevekwon211

I should definitely try building small things and experimenting a lot. Asking people early like I did this time with Hacker News was a great move. If I hadn’t, I might’ve gotten lost and wasted a lot of time. Also, if I just study too much, I feel like perfectionism kicks in and stops me from doing anything, so I’ll start making stuff here and there.

Lastly, I know GenAI is a sensitive topic, so I’ll need to think hard about how to explain it and approach people about it. Thanks so much for leaving a comment!

nrjames

I'll second this. Start small. If you think it's small, start smaller. I think a lot of people fail in their quest to learn game development because the scope of their initial ideas are huge.

Edit, I also recommend Designing Games, by Tynan Sylvester (RimWorld creator)

stevekwon211

When I try to build something too big, I often get overwhelmed and don’t know where to start. I’ll try starting small. Thanks for the resource recommendations too

soared

Agree with 1 but take it further - common advice is just to clone many games. Try to build simple copies of simple games you know to understand how things are implemented and learn concepts with needed to reinvent the wheel.

spondyl

Oh damn, even Ichiro lurks here!

To this day, I still replay TWEotW once every year or two :)

uxcolumbo

What game is this?

Parent post doesn’t have any links in their profile.

dejobaan

Cheers. <3

jowday

I commented on your other thread - but you should really clean up your information diet. From the vocabulary you use and the tone of your game and pitch deck, I can tell you’re someone that hangs on the words of tech industry ‘thought leaders’. You need to realize that most of the people in tech who have time to podcast, write substacks, or otherwise build a ‘personal brand’, aren’t actually making shit. They’re trying to inflate their profile so they can trade reputation for career advancement in any number of ways. It’s also not worth listening to most VCs. Most of them don’t have the time or technical ability to understand the areas they’re investing in and just chase trends. If they had the time and technical abilities, they’d be building companies instead of getting other people to do it for them. You’d be surprised to hear how many investors or personalities that are supposedly high profile are openly derided among actual founders.

The way to make something that’s fun is to try to make something that’s fun over and over again until you’ve got it down. It’s not by obsessively reading what investors or people who are essentially glorified influencers say.

yawnxyz

I totally agree, though whatever Jesse Schell writes is great (he was my advisor!)

I'd say pick ONE SINGLE MECHANIC and MAKE IT FUN. That's it.

You can even just duplicate a mechanic that already exists: Tetris, Breakout, Balatro, Pachinko, whatever. Make it the best version you can make of that version, until it gets so perfect you're bored of it. At that point you bet you'd just "wish it had this one tweak".

Your goal is to get to that point — where you've perfected making the boring thing — that you're both excited and confident in adding that one extra tweak.

It's a really simple, technically easy process. But it's to so boring and it takes a lot of time, that's why it's hard and most people stop.

stevekwon211

I should probably experience the best stuff out there, take it apart, and make it my own. I’m not going to stop, I’ll keep going.

jjani

I can personally vouch that this trap is extremely prevalent in Korea, mores than elsewhere, and is imo one of the top reasons the country has 0 internationally successful SaaS startups. Or actually, it has 1, but ironically it belongs to the 0.1% of companies here with a foreign founder, which says it all really.

Community leaders set the tone, and here the communities in the ecosystem are very rarely led by people who spend >50% of their time building stuff. Instead they're led by, just as you said, people who have 1. never built a successful product 2. spend >50% of their time building their brand.

I can see on OP's twitter that he's actively engaging from people in that scene as well, so really if he wants to build a successful product, step one is getting out of that scene and into one of actual makers.

stevekwon211

While building this social network called Disquiet mentioned in the post, I got to connect with over 100,000 people in the Korean startup scene. And yeah, I’ve noticed that most of us including me end up listening more to thought leaders. The people who are actually building real things don’t seem to share as much online. It really makes sense that I need to be intentional about our “information diet”

globalnode

> clean up your information diet

I'm going to try and keep this in mind now whenever I'm reading anything.

macrocosmos

I'm going to look for a book about how to do just that, then watch a YouTube series on it, and then see if anyone has interesting blog posts so I get more unique perspectives on the matter. At that point, I'll know enough to finally clean up my information diet.

CER10TY

You forgot that you need to listen to some podcasts along the way.

null

[deleted]

stevekwon211

This is the best comment. I’m far from San Francisco and Silicon Valley, so I end up mostly consuming what the thought leaders there say since it’s easier to access. There’s definitely a tendency for me to lean on that. It’s great to hear more from people who actually build stuff through Hacker News and other ways, but like you said, the real answer is probably for me to stop relying on that and just dive in myself—try things, mess up, and learn. Thanks again.

533474

Best advice here

jezzamon

Do game jams! They let you practice skills and helps you learn what sticks.

Big ones like Ludum Dare will also give you feedback on the game, which is good not for improving that gamejam game you made but for learning what things are important with a first impression. You often are meant to leave feedback on other games which is another good way to learn what works and potential pitfalls.

You're welcome to try hard on your first project but project ideas often have to be really really good to stick. Another advantage of doing gamejams is it let's you make something that you can easily just walk away from

namrog84

Also you can still personally take old ludumdare themes. Do them in 48 hours. And then go and see what others did. Even if you can't submit. They can still be fun mini challenges.

stevekwon211

I’ve always just watched Game Jams and never joined, but this time I really want to give it a try. Thanks for the recommendation :)

snarf21

I design board games and I think one of the most under utilized skills is studying other games. (There is old advice that says if you want to be a writer, then read more books.) Go back through all the games you like and write up what you love about them. Then, and more importantly, think a lot about HOW the game makes you feel that way or HOW the game gives you the opportunity to explore in some directed way. Then take that lens and re-evaluate the game that you made.

Every board/card game I design starts with a single key idea or mechanic or theme; but they all have a single cornerstone. Every playtest and design change is always looked at through that lens. If there isn't alignment, then you have two choices: ignore the change or considering resetting your cornerstone given what you know now. This really helps to stop thrashing and give focus to your game as you iterate.

stevekwon211

I need to dig deeper into the games I love and study them. That’ll really sharpen my intuition, and I’ll keep working hard. Thanks for the comment :)

Kapura

The Art of Game Design is a very good jumping off point; it's how i got my start, and it gives you a lot of windows to look through.

A few years after getting that book, I started to work professionally with people building games, mostly white-labelled projects or contract work, which was the studio's bread and butter. But actually working with people developed my understanding of a) the relative value that artists, designers, and animators bring to the project, relative to my own set of skills and b) how to solve the sorts of problems that ship games. I am a programmer, and I use my programmer skills to give designers and artists what they ask for.

All of that to say: the best next step is working with folks, ideally some who have had experience. Book learning will only get you so far.

That being said, here are a few more books I have seen recommended in my sphere:

- The Timeless Way of Building by Christopher Alexander (this is not about games, but design generally)

- Finite and Infinite Games by James P. Carse

- Game Engine Architecture by Jason Gregory (this is a technical book about modern game engines)

Finally, Liz England (a designer who lowkey helped me not lose hope when I was breaking into the industry) has/had a blog where she talks about game design books. I cannot personally vouch for the titles, but I trust Liz England [1]

[1] https://lizengland.com/blog/game-design-library/

stevekwon211

Working with experienced people taught me in my first startup how fast you can learn that way. If I get the chance, I’d love to work with great people and learn from them. Thanks so much for recommending the book and Liz England’s blog. I’ll definitely check them out

aaarrm

I've been meaning to make the jump into joining random teams' game jams that are looking for additional people. I get nervous about it, that my skills aren't up to par, but I know it would be a great way to increase them.

I'm curious about anyone's experiences who has joined random teams in game jams and how it turned out.

nickledave

Since no one mentioned it yet AFAICT I'll shout out CS50's Intro to Game Dev that uses Love2d (Lua framework): https://cs50.harvard.edu/games/2018/notes/0/

I also really like pico8 for initial dev with lots of rapid feedback. Lazy Devs Academy on YouTube has lots of good Pico8 tutorials, like this intro: https://www.youtube.com/playlist?list=PLea8cjCua_P3Sfq4XJqNV... Since pico8 source is often available you can look at it for inspiration, see for example Celeste: https://www.lexaloffle.com/bbs/?tid=2145

Along the same lines suggest the Spelunky book from Derek Yu where he walks through his whole process (and all these Boss Fight Books are great for that) going from GameMaker Studio prototype to finished product: https://bossfightbooks.com/products/spelunky-by-derek-yu

Last but not least, Itch is doing a California Fire Relief Bundle right now https://itch.io/b/2863/california-fire-relief-bundle that includes good gamedev books from Chris DeLeon. See his "Why are you making your own games? " quiz, https://form.jotform.com/233546996151162/

edit: add link to DeLeon to explain

stevekwon211

Wow, so much info here! I’ll go through it all today and dive deeper into the fun and useful stuff. Thanks a lot!

BosunoB

My advice, which you might not see here, is to write about every game you play. And ideally every movie you watch and book you read, too. To develop a sense of your own taste and what makes a game good to you, you have to write your ideas down. Go through the major moments of a game and describe how they made you feel, and what they did to make you feel that way. Dissect the mechanics and identify stuff you liked and stuff that frustrated you.

This is pretty much what college is. You just write essays where you dissect stuff like that and then a professor reads them and gives feedback on your ideas and how you communicate them. You can do the same thing informally with your friends and partners, just discuss games.

stevekwon211

Breaking down my favorite games and talking about them really helps grow my thinking. I should chat more with friends I’m building with or other gamers around me.

bavell

I've learned a lot of great general game dev info from Tynan Sylvester's book [0] (creator of Rimworld). Has good info on motivation, rewards, timing, goals, design philosophy, etc.

I have next to no game dev experience and the book is a great intro to a lot of foundational topics imo. NB: the book isn't very technical and is an easy read!

[0] Designing Games: A Guide to Engineering Experiences https://a.co/d/8Im68r8

stevekwon211

Thanks for the great book recommendation! Since so many people suggest Tynan Sylvester’s book, I’ll make sure to read it first.

raytopia

Gamedev City [0] is a new community and could be a good place for feedback and finding resources in general. As for sharing demos and collecting feedback I personally think itch.io [1] is pretty good.

As far as game improvement is concerned it's important to get in a growth mindset and keep focusing on improving the game, which it sounds like you're already doing.

Finally if you haven't already I would recommend creating a discord or some kind of forum for you game (itch.io has free hosting for them) just so you can collect feedback from people who are interested and invested in it.

[0] https://gamedev.city/

[1] https://itch.io/

stevekwon211

I’d never heard of Gamedev.city, thanks for letting me know! I’ve already made a Discord server and a few people have joined, so I’ll try asking for feedback often while building

MrDresden

Not having developed a game myself, but harbouring aspirations of doing so at some point, I don't have any advice that can be backed up by experience.

However, I did find this game development series[0] by Yahtzee (of Zero Punctuation fame) rather insightful, so perhaps it might help.

I've also watched a few of the videos[1] made by Timothy Cain (Fallout 1/2, Fallout New Vegas, Outer Worlds etc) where he goes into some of the underlying mechanisms of video game design.

[0]: https://youtube.com/playlist?list=PLAbMhAYRuCUibhDtVUn3WJnHo...

[1]: https://youtube.com/@cainongames?si=PUO0Mf7WKjPRdXAP

stevekwon211

Thanks for the YouTube link! I’ll definitely take a look