Players never see the spreadsheets behind a game. They only feel them. Every satisfying combat loop, every moment of flow in a traversal sequence, every hard choice that makes you pause—these are not accidents. They are the products of game systems design, the invisible discipline that turns creative vision into mechanical reality.
You have experienced this craft hundreds of times without knowing its name. When a boss fight escalates perfectly, when movement clicks into a rhythm that feels almost musical, when a progression system keeps you grinding just one more level—that is systems design at work. This article pulls back the curtain on how designers build those experiences, from the spreadsheets to the playtesting sessions to the hard-won lessons learned in the trenches.
We will walk through real design challenges drawn from shipped and in-development games. You will see how combat pacing gets structured, how traversal mechanics find their flow, and how the concept of player agency is far more nuanced than simply giving players freedom. The tools may surprise you. The thinking will, too.
KEY TAKEAWAYS
| Game systems design is the discipline of translating intended player experiences into implementable, testable mechanics |
| Every game feel is backed by spreadsheets that balance numbers, map interactions, and model progression |
| Combat pacing, traversal mechanics, and progression systems all start from the same question: what experience do I want the player to have? |
| Player agency is not about unlimited freedom but about designing meaningful, constrained choices |
| The craft requires constant playtesting, measurement, and iteration |

The Design Philosophy: Starting from Experience
Every system in a game traces back to one question: what experience do I want the player to have? That question sits at the top of every design document, every spreadsheet column, every tuning pass. It is the north star of game systems design, and losing sight of it is how projects drift into mechanical busywork that looks impressive on paper but feels hollow in play.
Consider progression systems. You could design an intricate skill tree with hundreds of nodes, branching paths, and synergistic bonuses. But if the player’s core experience is meant to be one of gradual mastery—feeling themselves improve—then every node must serve that feeling. Alexander Brazie’s framework for progression design emphasizes that each unlock should answer a player need, not just fill a spreadsheet cell. Progression is not about volume. It is about rhythm.
The same logic applies to combat, traversal, and even the way information is revealed. When systems designers at studios like Square Monkey Games structure player states in Chibo’s Adventure, they are not just building a state machine. They are engineering a sequence of emotional beats: tension during a difficult jump, relief upon landing, curiosity about what comes next. The mechanics serve the experience. Always.
Design intent is the bridge between an idea and a system. You state what you want the player to feel. Then you build mechanics that produce that feeling, measure whether they actually do, and iterate until they do. This cycle—intent, implement, test, refine—is the heartbeat of the discipline. [INTERNAL LINK: suggested article about game design principles and player engagement]

Balancing Combat Pacing in a Roguelite
Duster Buster is a pixel-art roguelite by Davide Turini where you play a cleaner fighting furniture-monsters in a haunted mansion. It sounds whimsical. Beneath the surface, its combat is a meticulously tuned system built around a concept Travis Hoffstetter calls the combat plan pyramid: assess, attack, move. Every encounter in the game is designed so the player cycles through these three mental states in rapid succession.
The challenge in roguelite balancing is that every run must feel distinct yet consistently engaging. To achieve this, the design team maps encounter intensity on a 0–10 scale across 30-second windows. Spikes of high intensity—dense enemy spawns, aggressive attack patterns—are followed by deliberate valleys where the player can breathe, loot, and plan. Hoffstetter’s pacing research shows that without these valleys, players experience cognitive fatigue rather than excitement.
Spreadsheet-driven design makes this possible. Damage values, enemy health pools, attack cooldowns, and spawn timing all live in a shared document that the entire team can reference. When playtesting reveals that a particular enemy type creates a flat intensity curve—constant pressure with no peaks or valleys—the fix is not guesswork. It is a precise adjustment to spawn timing or a tweak to the enemy’s telegraph duration. The spreadsheet shows you exactly where the rhythm breaks.
Game balance and tuning in a roguelite is not about making every encounter equally hard. It is about making every encounter appropriately surprising. The player should never know exactly what comes next, but they should always feel capable of adapting. That tension between unpredictability and player competence is where the magic lives. [INTERNAL LINK: suggested article about roguelite game design best practices]

Designing Traversal Mechanics That Flow
Tracebound, by KettleLess Games, is a fast-paced ice-skating action-racing game set on the body of a colossal bound giant. The premise alone demands a traversal system that feels entirely different from standard platformer movement. Ice skating means momentum. It means the player’s current velocity dictates their available options, creating a system where every input is contextual.
Hoffstetter’s traversal level design principles emphasize that good movement systems teach players through play, not tutorials. In Tracebound, the opening seconds of each course are carefully designed to build speed gradually. The player learns that turning reduces momentum, that certain surfaces boost it, and that chaining moves together creates a flow state where movement itself becomes the reward. Visual affordances—shiny ice patches, ramp-like structures, color-coded surfaces—communicate possibilities without a single word of text.
There is a principle in traversal design that sounds paradoxical: the forbidden is desirable. When players see a shortcut they cannot yet reach, it creates motivation. They want to unlock the ability to get there. Tracebound uses this by placing collectibles and faster routes in locations that require advanced techniques. The traversal mechanics are not just about getting from A to B. They are about making the journey itself compelling enough that players want to replay courses just to move through them more elegantly.
Traversing well is an art. Traversal mechanics are the science behind it—the gravity values, the friction coefficients, the input buffering windows that make movement feel responsive. Get these numbers wrong and the game feels sluggish or uncontrollable. Get them right and players describe the experience with a single word: smooth. [INTERNAL LINK: suggested article about traversal mechanics in modern games]

Defining Gameplay Logic in Chibo
Chibo’s Adventure, by Square Monkey Games, is a retro platformer that wears its pixel-art heart on its sleeve. Behind the charming visuals lies a rigorously structured gameplay logic system. In systems design parlance, gameplay logic is the framework that defines what the player can do, when they can do it, and what consequences each action produces.
The foundation is the state machine. Every character—player and enemy alike—exists in a finite set of states: idle, running, jumping, falling, attacking, hurt, dead. Transitions between these states are governed by rules. You cannot attack while hurt. You cannot jump while in mid-attack unless a specific upgrade unlocks that ability. These rules seem simple, but their interactions create emergent complexity. A player who learns they can cancel a jump into a dash gains a new tactical option that the designers never explicitly taught them.
Energy systems add another layer. In Chibo, certain actions consume energy that regenerates over time. This creates a resource-management layer on top of the action. Do you spend energy on a powerful attack now, or save it for a dodge that might save your life? The decision is simple in isolation but becomes deeply strategic in the heat of a boss fight. Research on game development logic emphasizes that the best systems create these micro-decisions constantly, keeping the player’s brain engaged even during repetitive actions.
Structuring player state machines is not just a technical exercise. It is a design philosophy that treats every moment of gameplay as a decision point. The more meaningful those decisions, the more engaged the player. The fewer meaningless transitions, the more responsive the game feels. This is the art hidden inside the logic. [INTERNAL LINK: suggested article about structuring player state machines]

Exploring Player Agency Through Academic Research
Player agency is one of the most misunderstood concepts in game design. Players and critics alike often equate it with freedom—the more choices, the better. Academic research tells a more nuanced story. Kevin Stang’s analysis in Game Studies argues that agency is not about the quantity of choices but about their perceived meaningfulness. A game that gives you ten meaningless options provides less agency than one that gives you two choices where both carry real weight.
In game systems design, agency is engineered. BioShock is the classic example: the game presents you with a moral choice about the Little Sisters that feels profoundly significant. Yet the mechanical consequences are minor. The agency is illusory, but the feeling is real. The Walking Dead by Telltale Games takes this further, designing choices where the consequence is not mechanical but emotional—the knowledge that your decision changed the story, even if the plot ultimately converges to the same destination.
A Purdue University dissertation on player agency in educational games found that constrained choice actually increases engagement more than open-ended choice. When players are given a clear framework—these are your options, these are the stakes—they invest more deeply in their decision. Unconstrained freedom, paradoxically, can produce decision paralysis and disengagement. The systems designer’s job is to find the sweet spot: enough constraints to make choices meaningful, enough options to make them feel like yours.
Playtesting and iteration are essential here. You can design a choice system on paper, but you will not know if it feels meaningful until players interact with it. Do they deliberate? Do they care about the outcome? Do they replay to see alternative paths? These behavioral signals tell you whether your agency system is working or merely performing. [INTERNAL LINK: suggested article about player agency in narrative games]
The Tools of the Trade: Spreadsheets and Systems
If there is one tool that unites every systems designer, it is the spreadsheet. Justin Reeve’s influential article on systems interaction by spreadsheet demonstrates how the discipline works in practice. You place game objects on the y-axis—weapons, enemies, items, abilities. You place attributes on the x-axis—damage, range, cooldown, cost, rarity. The intersection of each row and column is a number that defines how that object behaves in the game world.
This is not busywork. It is the language of balance. When a playtester reports that a particular weapon feels too weak, the designer does not guess at a fix. They look at the game mechanics spreadsheet, compare the weapon’s values against similar items, identify the discrepancy, and make a targeted adjustment. Simone Cicchetti’s practical tips on technical game design documentation emphasize that well-structured spreadsheets are communication tools—they let every team member understand the system’s logic without needing a design meeting.
Systems interaction is where spreadsheet design becomes truly powerful. Reeve uses Breath of the Wild as an example: the game’s combat system interacts with its Sheikah Slate abilities, which interact with its physics engine, which interacts with its chemistry system (fire + grass = updraft). These interactions create emergent gameplay—solutions the designers never explicitly planned. The spreadsheet maps these connections. The playtesting reveals which ones players actually discover and use.
The Social Point case study on Monster Legends shows how even mobile free-to-play games rely on deep spreadsheet work. Monster stats, fusion recipes, rarity distributions, and combat multipliers all live in interconnected sheets. A change to one value cascades through the entire system, which is why version control and clear documentation are non-negotiable. The spreadsheet is not just a tool. It is the single source of truth for how your game works.
Real Developer Stories from the Trenches
Davide Turini, Design Lead at a small indie studio of five, recalls the early days of Duster Buster: “We had our combat loop feeling flat—every encounter felt the same. I built a pacing spreadsheet mapping encounter intensity on a 0–10 scale across a 30-second window. It showed we had zero valleys. Players were exhausted, not engaged. Adding deliberate 4-second lulls between enemy waves—where players could clean corpses and talk to their mole-merchant sidekick—transformed the feel entirely.”
A systems designer at a mid-sized studio who requested anonymity shares a different kind of lesson: “I spent three weeks on a traversal system for an open-world game. We had all these cool moves—wall-running, grapple hooks, slide tackles. But playtesters kept using only the basic sprint. Our spreadsheets showed the reward-to-effort ratio was inverted: the basic move was faster for 90% of situations. We didn’t nerf the basic move. We made the advanced moves discover shortcuts that were visually obvious and impossible to ignore. Suddenly, players were experimenting constantly.”
Both stories illustrate the same truth. Systems design is not about building the most complex system. It is about building the right system—one that produces the intended experience when a real human being picks up the controller. The spreadsheets guide you. The playtests correct you. And the final game is the proof.
Limitations and Counterarguments
Spreadsheet-driven design has a blind spot: it cannot measure delight. You can balance every number to perfection and still produce a game that feels sterile. Some of the most beloved games in history had systems that were objectively “broken” by traditional standards. Dark Souls’ difficulty is not balanced in the conventional sense—it is deliberately, almost perversely asymmetric. That asymmetry is the point.
Rocket jumping in Quake was a bug. The designers did not plan for players to use explosive knockback as a movement tool. Yet it became one of the most celebrated mechanics in FPS history. Emergent gameplay—the kind players discover through experimentation—often comes from imperfection, not polish. A systems designer who smooths out every rough edge may inadvertently remove the very interactions that make a game memorable.
The counterargument is not that spreadsheets are useless. It is that they are a tool, not a philosophy. Over-reliance on quantitative balancing can kill creative intuition. The best designers know when to trust the numbers and when to trust their gut. They know when a system needs to be perfectly tuned and when it needs to be just chaotic enough to surprise even its creators. Player experience design is an art that refuses to be fully reduced to columns and rows.
Conclusion
Game systems design is the craft of making the invisible visible—of translating the emotions you want players to feel into the numbers that produce those feelings. It lives in the combat pacing curves that keep encounters fresh, the traversal values that make movement sing, the state machines that give actions weight, and the constrained choices that create genuine agency.
The tools are deceptively simple: spreadsheets, playtesting sessions, and the discipline to iterate until the experience matches the intent. The thinking behind them is anything but. It requires empathy for the player, rigor in your documentation, and the humility to let playtest data override your assumptions.
If you are working on a game right now, ask yourself: what experience do I want your player to have? Start there. The spreadsheets will follow. And if you listen closely enough to your players—through every playtest session, every piece of feedback, every unexpected thing they do with your systems—you might just build something they remember for years.
Frequently Asked Questions
What does a game systems designer actually do day-to-day?
A systems designer spends most of their time in spreadsheets and prototyping tools. They define game mechanics numerically—damage values, progression curves, economy balances—and then playtest those systems to see if they produce the intended experience. According to CG Spectrum’s career overview, the role also involves cross-team communication, ensuring programmers, artists, and QA all understand how systems interact. You will also write design documentation, attend playtest debriefs, and adjust values based on data.
How do spreadsheets improve game balance?
Spreadsheets provide a shared, quantitative language for design decisions. When every weapon, enemy, and ability is defined by numbers in a grid, you can spot imbalances visually—a weapon with damage values 30% higher than its peers stands out immediately. Spreadsheets also enable scenario modeling: you can simulate how a balance change ripples through the entire system before committing to it in code. As Justin Reeve demonstrates, they are indispensable for mapping systems interaction.
What is the difference between a systems designer and a level designer?
The distinction is about scope. A systems designer creates the rules and numbers that govern the entire game: how fast characters move, how much damage weapons deal, how progression curves scale. A level designer uses those systems to build specific playable spaces—placing enemies, designing encounter layouts, scripting events. Think of it this way: the systems designer builds the physics engine; the level designer builds the tracks. Both roles are creative, but they operate at different layers of the design stack.
Can game systems design be self-taught?
Absolutely. Many working systems designers come from non-traditional backgrounds—modding communities, board game design, even mathematics and economics. The core skills—logical thinking, comfort with spreadsheets, an understanding of probability and player psychology—can be developed independently. Build a small game, balance it rigorously, playtest it, and document your process. That portfolio of thinking is often more valuable than a formal degree.
What tools do game systems designers use besides spreadsheets?
Beyond spreadsheets, systems designers use prototyping tools like Unity, Godot, or Unreal Engine’s Blueprint system to test mechanics quickly. Many also use scripting languages—Lua, Python, or C#—to build custom tools and simulations. Version control systems like Git are essential for tracking changes to design documents. Some studios use proprietary balancing tools, but the underlying principle is always the same: define, test, measure, iterate. The tool matters less than the discipline behind it.
References
2. Hoffstetter, T. (2016). “Traversal Level Design Principles.” Game Developer.
3. Reeve, J. (2018). “Systems Interaction by Spreadsheet.” Game Developer.
6. CG Spectrum. (2024). “Game Designer Job Description, Salary, Skills & Software.”
7. Brazie, A. (2025). “How to Design a Game Progression System.” LinkedIn.





















