All articles (43)

Design guide

Designing a core loop: cues, actions and results

How to design a core loop, using Nintendo's rhythm games, Valve's work on visual clarity and pacing, and the original MDA paper. Covers cues, choices, input feedback, learning, tension and a 16-target comparison exercise.

Updated 2026.10.17 · 18 min read
Production guide

How to write a playtest report: observations and impressions

How to write a playtest report, drawing on Valve's published methods and the Portal postmortem. Covers research questions, facilitator scripts, observation records, units of analysis and revision decisions, with five fictional sessions and a report template.

Updated 2026.10.17 · 19 min read
Rhythm analysis

Chart design: BPM, the first beat and target times

A two-bar example at 120 BPM shows how accents, rests and direction changes shape a chart. Includes a CSV and separates required inputs from the sounds played by each instrument.

Updated 2026.10.17 · 6 min read
Rhythm analysis

Same BPM, different difficulty

Compare input density and minimum intervals at 120 BPM. Design examples separate direction changes, memory length and lead time.

Updated 2026.10.17 · 5 min read