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More Post by: Matthew Dogherby

Design by Subtraction: What Fumito Ueda Teaches Game Designers About Restraint
Design by Subtraction: What Fumito Ueda Teaches Game Designers About Restraint
Matthew Dogherby Aug 13, 2026

Fumito Ueda built a cult career by removing things. Learn how the creator of Ico,…

What Are the 3 Layers of Game Design? A Studio’s Guide
What Are the 3 Layers of Game Design? A Studio’s Guide
Matthew Dogherby Aug 8, 2026

Every game is built on three layers: core design, system design, and content design. Most…

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How Crafting Systems in games are quietly reshaping How We Explore Game…
Matthew Dogherby Aug 7, 2026

Crafting systems quietly change how players move through game worlds. A plant becomes a future…

Verticality in Level Design: 12 Functions Every Designer Must Know
Verticality in Level Design: 12 Functions Every Designer Must Know
Matthew Dogherby Aug 6, 2026

Flat maps bore players. Verticality fixes that — but only when it does real gameplay…

What Are Hideo Kojima Game Design Principles and How To Turn Emotion…
What Are Hideo Kojima Game Design Principles and How To Turn Emotion…
Matthew Dogherby Jul 22, 2026

Hideo Kojima doesn’t just love movies—he turns cinematic emotion into game systems. This deep dive…

How Player Abilities Evolve: Progression Patterns That Keep Your Game Engaging
How Player Abilities Evolve: Progression Patterns That Keep Your Game Engaging
Matthew Dogherby Jul 11, 2026

Progression defines your game’s long‑term fun. In this guide, you’ll learn how player abilities evolve…

Master Game Mechanic Design: Make Every Feature Memorable
Master Game Mechanic Design: Make Every Feature Memorable
Matthew Dogherby Jul 3, 2026

Some game mechanics feel essential from the first use; others vanish from memory instantly. This…

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