VG101: Videogames 101
A videogame design text of Gesture + Aesthetic Heritage.
This knowledge base teaches videogame design as its own medium - not borrowed film theory, not programming-first, but videogames as a medium of action with a wide variety of inherited craft traditions. It is built around a single idea: every moment of play is a Gesture, and every Gesture carries an Aesthetic Heritage.
Start with Gesture →Core Framework
Explore the Knowledge Base
Foundations 4 pages
What makes a videogame, the weekly rhythm, player psychology, and the design lens.
Narrative 5 pages
Environmental storytelling, branching and consequence, dialogue systems, ludonarrative harmony.
Level Design 5 pages
Spatial communication, pacing and flow, guidance without hand-holding, verticality and sight lines.
Systems 5 pages
Economy and resources, progression systems, balance philosophy, emergent behavior.
Pedagogy 7 pages
Play-Name-Make-Reflect, why Unity, the final project, debugging as literacy, accessibility as craft.
Code Bank 11 pages
Unity C# recipes: jumps, dashes, coyote time, input buffers, hitstop, screen shake, and more.
Case Studies 7 pages
Celeste's dash and assist mode, Dark Souls bonfire, Hades god mode, Portal level one, Undertale genocide.
Glossary & References 2 pages
Key terms, definitions, and the books, papers, and talks behind VG101.
Philosophy
How to Read This Text
Every page in the Knowledge Base uses three collapsible registers. Open the ones that match your needs.