Game design

The systems beneath the sugar glass

A practical editorial desk for interaction, feedback, onboarding, sound and transparent commercial design.

Working principles

Clear cause. Clear choice.

01

Interaction before ornament

A player should see the goal, touch the intended object and understand the consequence without decoding decorative chrome.

02

Feedback with a purpose

Motion, sound and haptics should confirm a change or explain a relationship—not simply add activity.

03

A recoverable first minute

Safe experimentation, undo and contextual prompts teach more gently than a stack of instructions.

04

Commercial clarity

Price, purchases and subscriptions are part of interface design and must be legible before commitment.

From the desk

Design stories

Our baseline references include current platform guidance and accessibility standards.

Apple: Designing for games ↗W3C: WCAG 2.2 ↗Research policy →