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9 Key Pillars of Game Design

Anton Slashcev

9 Key Pillars of Game Design

(every game designer should know)

Hereโ€™s the full breakdown:

๐ŸŽฎ ๐—–๐—ผ๐—ฟ๐—ฒ ๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜†
โ€ข Game rules
โ€ข Fun mechanics
โ€ข Level and encounter design

๐Ÿ“ˆ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป
โ€ข Rewards and upgrades
โ€ข New mechanics
โ€ข Milestones

๐Ÿ”ฅ ๐— ๐—ผ๐˜๐—ถ๐˜ƒ๐—ฎ๐˜๐—ถ๐—ผ๐—ป
โ€ข Short-term and long-term goals
โ€ข Challenges and quests
โ€ข Player agency

๐Ÿ“– ๐—ก๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ
โ€ข Storytelling and world-building
โ€ข Player choice
โ€ข Dialogue and character relationships

๐ŸŽจ ๐—”๐—ฒ๐˜€๐˜๐—ต๐—ฒ๐˜๐—ถ๐—ฐ๐˜€
โ€ข Art style and environment design
โ€ข Audio and visual consistency
โ€ข VFX, animations, and UI

๐Ÿ•น ๐—š๐—ฎ๐—บ๐—ฒ ๐—™๐—ฒ๐—ฒ๐—น
โ€ข Camera and responsiveness
โ€ข Sound and color
โ€ข VFX and animations

๐Ÿ‘ฅ ๐—ฆ๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น
โ€ข PvP and co-op modes
โ€ข Guilds, clans, and matchmaking
โ€ข Leaderboards and communication

๐Ÿ’ฐ ๐— ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ป
โ€ข In-game currency and microtransactions
โ€ข Shops and ad integrations
โ€ข Offers and pricing models

โš™๏ธ ๐—Ÿ๐—ถ๐˜ƒ๐—ฒ ๐—ข๐—ฝ๐˜€ & ๐—ฃ๐—ผ๐˜€๐˜-๐—Ÿ๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต ๐—ฆ๐˜‚๐—ฝ๐—ฝ๐—ผ๐—ฟ๐˜
โ€ข Content updates
โ€ข Seasonal features
โ€ข Limited-time events
โ€ข Promotions and A/B tests

The best designers donโ€™t just focus on gameplay.
They understand how every system works together.

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