GAMENOTES

FOR PEOPLE WHO PLAY & MAKE

Small ideas.
Better games.

Behind every good game is a small, interesting idea.
Let’s spend a little time with those ideas.

Open the notebook

Observe. Experiment. Discover.

SPATIAL STUDY — 001THE WAY THROUGH
A path through a small geometric worldA mint-green path winds around blue walls on an isometric board, connecting a starting cube to a circular destination. 01. NOTICE02. CHOOSE03. FIND YOUR WAY
Simple rules. Room for possibility.X: 06   Y: 04

A NOTEBOOK, NOT A RULEBOOK.

Game designSmall experimentsThe joy of play

01 THE JOURNAL

Three ideas to take into your next game.

Look closer.
There’s a lot in the little things.

Before writing a tutorial, ask what a space can teach through distance, contrast, and a little room to try.

A button press is a question. Clear movement and feedback let the player know the game heard it.

Not every discovery needs a reward. Sometimes a new view is reason enough to take the long way.

02 THE PLAY LAB

One room.
Many decisions.

A tiny experiment in reading a space. Move the teal square to the ring. The dark tiles are walls; everything else is a possibility.

Take the direct route. Take a detour. Notice how a few walls change the way you think.

You Destination Wall
THINK LIKE A DESIGNER

Which opening did you notice first?
What made you choose it?

WAYFINDER / STUDY 01

A small world. Find your way through.

00 MOVES

Use arrow keys, the controls below,
or tap a neighboring tile.

03 THINKING ABOUT GAMES

Stay curious.
Make something small.

A notebook for the things that make games interesting: the way a room teaches, an action responds, or a path invites us to explore.

These are starting points, not universal rules. Take an idea, question it, and see what happens when you put it into play.

For the pleasure of figuring things out.