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> [!info] About This Page
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> This page covers **game design theory and practice** — from foundational concepts to advanced AAA and indie techniques.
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> For technical implementation see [[Game Development]]. For engine scripting see [[Godot]], [[Unity]], [[Unreal Engine]].
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> For technical implementation see [[Game Development]]. For engine scripting see [[Godot]], [[Unity]] (including its advanced rendering, networking, performance patterns, and DOTS details), [[Unreal Engine]].
> For multiplayer/social mechanics, see RPC and state syncing patterns in [[Unity]] #Remote Procedure Calls (RPCs) and [[Unity]] #NetworkVariable & Syncing.
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- ## Good Mechanic Checklist
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- > [!tip] Coyote Time & Input Buffering
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> These two techniques alone make a platformer feel **dramatically better**.
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> Without them, players constantly say "I pressed jump!" — with them, controls feel responsive and fair.
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- > [!note] Technical Implementation
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> In Unity, implementing juice like squash-and-stretch, screen shake, and visual feedback is commonly achieved via tweening libraries like [[DOTween]] and particle setups like [[Unity#Core Concepts — GameObjects & Components]] (under the `ParticleSystem` component) without allocating garbage memory (see [[Unity#Garbage Collection (GC) Optimization]]).
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- ## Camera Design
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| Trauma system | Accumulate trauma value, shake based on it |
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| Zoom on action | Zoom in for precision, zoom out for overview |
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| Rule of thirds | Player at 1/3 of screen, not center |
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- > [!note] Technical Tooling
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> In Unity, advanced camera techniques like lead space, camera shake, and smart dampening are implemented out of the box using [[Cinemachine]] (see [[Unity#Library & Frameworks]]).
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-# UI/UX Design for Games
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- > [!info] Systemic Games
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> Deus Ex, Dishonored, Prey, Hitman, Breath of the Wild
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> Player action cascades through interconnected systems → emergent solutions
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- > [!tip] Decoupling Systemic Interactions
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> For building decoupled, scriptable systemic events that allow objects to respond to triggers without hard references, see [[Unity]]'s ScriptableObject-based Variables & Events.
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- ## Procedural Generation Design
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> 2. Constrained randomness — random within designer-set bounds
> For high-performance voxel, terrain, or dungeon generation (e.g. generating millions of tiles/entities), you can offload calculations to multithreaded systems like the C# Job System and Burst Compiler. See [[Unity#Data-Oriented Technology Stack (DOTS)]].
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