Solin ZhangGame Designer
中文English

Game Design Research

20 Essays & Development Logs

Featured writing

3
2021 · TGDC

Creating Player Stories: Full Talk Transcript

The TGDC 2021 talk and audience Q&A: designing player stories through identity, motivation, challenge, trade-offs, and outcomes.

Late 2023 (inferred from the text)

Researching Player Freedom Through Risk–Reward Design

Risk preference, failure, gameplay loops, and checkpoints: an analysis of Dave the Diver and a Flappy Bird design thought experiment.

March 3, 2025

Designing Multiplayer Games Around Cooperation

Cooperative design through capability symmetry, objective dependencies, timing, and group size, drawing on prototypes and game examples.

Prototyping & teamwork

3
Aug 22, 2019

Consistency in Design Language: Reducing Ambiguity

Starts with disagreements and communication costs within a project to examine consistency in design language and player experience.

Apr 8, 2019

Lost in Blue: Iterating from an Idea toward a Playable Reality

Preserves a NExT-era exploration of how squad cooperation and PvP shooter prototypes evolved.

Mar 14, 2018

From Tabletop to Mobile: Prototyping an Original PvP Game

Follows Duel Tavern from cards and a board through tabletop iterations, player testing, and mobile implementation.

Systems & genre research

3
Jan 2024

Creative Methods in Game Design: From Frameworks to Tabletop Practice

Connects mechanics and narrative, KRS, MDA, OODA, SCAMPER, and examples from mods and personal projects.

Dec 24, 2020

Methods and Principles of Game Content Production

Examines quality standards, graybox validation, and frequent testing as a project moves from systems design into content production.

Thematic research · Date unconfirmed

Cooperative Multiplayer Design: Symmetry, Goals, and Synchronization

Uses diagrams to compare ability symmetry, skill requirements, goal decomposition, and different degrees of synchronization in cooperation.

Independent games

6
Nov 5, 2016

Why Not? Failure and Choices in Original Game Design

Reflects on the constraints of funding, strategy, quality, and commercial expectations in original game projects.

Apr 22, 2016

Small Steps in the Dark: Continuous Prototyping

Places video, art, paper, and playable prototypes along a shared path of exploration and rapid validation.

Sep 14, 2015

Polish and Care: The Final Stretch of Game Quality

Discusses the boundaries of polish, presentation, experiential detail, and the quality standards developers set for their work.

MEET development period

Origins: Where a Project Begins

I believe every game project has an origin: a producer or creative lead's desire to express something.

MEET development period

Prototyping: Finding the Core Gameplay

For such an experimental game, we knew from the outset that establishing the core gameplay would be difficult.

Duel Tavern development period

Starting on the Tabletop: The Origins of Duel Tavern

I have kept development logs for several of our previous games.

Early teaching & level design

5
Jan 23, 2013

Monster Hunter Pacing: Key Moments and Cooperation

Starts with combat fatigue, compares solo and group pacing, and explores how level elements can support cooperation.

Nov 9, 2011

Making Mods: From an Idea to a Playable Work

A practical introduction to mod-making, proof of concept, independent creation, and learning design by building.

Early teaching · Date unconfirmed

Designing Game Experiences: Cameras, Stories, and Player Actions

Connects the experience economy, cinematic language, character narratives, and player control to examine how game experiences are built.

Early teaching · Date unconfirmed

Gameplay Design: Sources of Fun, Strategic Choices, and Player Experience

Starts with designing around a verb, then examines sources of fun, strategic exercises, and risk and reward.

Early level-design research · Date unconfirmed

The Level Design of Shadow of the Colossus

Examines how weaknesses, vulnerable states, route choices, and timing windows structure boss encounters.

Teaching & Methods

GAME DESIGN / RESEARCH & TEACHING

Turn design questions
into methods we can test.

Research, teaching and practice inform one another. Starting with the player experience, analytical frameworks help pose questions that prototypes and projects can then test.

TEACHING

From practical experience to knowledge we can share.

Shanghai Jiao Tong University Video Game Workshop · Methods for Game Design Innovation
Tencent Game Design Open Course · Core Gameplay Design
Industry Mentor for Graduate Game Design Students, Tsinghua University IDMT
Game Design Mentor, GA Game Academy

Past teaching and speaking engagements. These case studies are based on the original talks and course materials.