Game Design Curriculum
(Riot&#x27;s less than stellar history aside) I see these takes on game design a lot, and they&#x27;re interesting to see because everyone takes their own stance on how to construct a fun game from distinct smaller concepts. Yahtzee’s Dev Diary [0] talks a lot about loops (And I give it a watch recommendation), while at your average GDC talk you hear about the concept of pillars [1] and their role in shaping games. I&#x27;m interested to hear if anyone else has resources on other game design takes.<p>[0] <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=CbArC2mvokQ" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=CbArC2mvokQ</a><p>[1] <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=kzQDVtysXjA" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=kzQDVtysXjA</a>