ATLAS / IDEAS Game design atlas Find a mechanism, understand its tradeoffs and smallest useful scope, then build your game with a design card and sample project.
192 Mechanisms32 Mechanism domain48 Art styles12 Genre guides
All252 Mechanisms192 Art styles48 Genre guides12 Core loop 01 Read landing and ceiling02 Choose takeoff03 Hold or release early04 Observe and adjustMovement and jumping One rule
Release now to avoid the ceiling or keep rising to reach a farther landing?
Reference games Super Mario Maker for Nintendo 3DS · Celeste
Core loop 01 Read dash charges02 Plan refill order03 Spend a dash04 Refill and continueMovement and jumping One rule
Dash sideways into a refill or upward to retain height for the final segment?
Reference games Celeste · Neon White
Core loop 01 Reach a usable wall02 Control contact height03 Jump away04 Choose the next wallMovement and jumping One rule
Jump immediately or slide lower to avoid the hazard band on the opposite wall?
Reference games Super Meat Boy · Celeste
Core loop 01 Identify reflective surfaces02 Predict the first hit03 Shoot and observe bounces04 Adjust the angleAiming and projectiles One rule
Hit a nearby target directly or risk a bounce that can reach several targets?
Reference games Peggle Deluxe · Peglin
Core loop 01 Observe direction and speed02 Estimate travel time03 Aim ahead04 Correct from the missAiming and projectiles One rule
Shoot while motion is steady or wait until a turn ends to estimate velocity again?
Reference games World of Warships · War Thunder
Core loop 01 Read distance and timing02 Begin charging03 Trade power against exposure04 Release and inspectAiming and projectiles One rule
Charge for a distant shot or fire now before the opening closes?
Reference games Monster Hunter Generations · Worms W.M.D Mobilize
Core loop 01 Read corner and speed02 Choose a braking point03 Control the turn04 Compare exit speed and timeVehicles and racing One rule
Brake late for more straight-line speed or slow earlier for a better exit position?
Reference games Gran Turismo 7 · art of rally
Core loop 01 Enter at a suitable speed02 Initiate a slide03 Countersteer04 Recover grip on exitVehicles and racing One rule
Increase the slip angle for a longer drift or straighten early for a narrow exit?
Reference games Absolute Drift · art of rally
Core loop 01 Place cargo02 Read balance and terrain03 Control speed through hazards04 Deliver and inspect lossesVehicles and racing One rule
Carry a full load slowly or make two faster trips with a more stable center of mass?
Reference games SnowRunner · Death Stranding 2: On the Beach
Core loop 01 Enter the wake02 Maintain spacing03 Find an opening04 Leave and overtakeVehicles and racing One rule
Stay behind to build speed or change lanes before the corner closes the gap?
Reference games Gran Turismo 7 · Slipstream
Core loop 01 Read reserve and refills02 Choose a segment03 Control boost duration04 Replan after refillingVehicles and racing One rule
Boost out of the bend or save it for the long straight before refilling?
Reference games F-ZERO 99 · Burnout 3: Takedown
Core loop 01 Read RPM and road02 Predict the next demand03 Shift up or down04 Observe acceleration and RPMVehicles and racing One rule
Shift up now or hold a lower gear because braking is imminent?
Reference games Gran Turismo 7 · DiRT Rally
Core loop 01 Identify anchors02 Choose a connection03 Adjust the swing04 Release or transferMovement and jumping One rule
Take a close low anchor for safety or a distant high one for reach?
Reference games Grapple Dog · Deep Rock Galactic
Core loop 01 Read slopes and bends02 Build speed03 Choose a preserving route04 Check the next segmentMovement and jumping One rule
Take a sharp shortcut or preserve speed on a longer curve for the gap ahead?
Reference games The King's Bird · Boomerang X
Core loop 01 Read both positions02 Preview the swap03 Confirm a valid target04 Act from the new arrangementMovement and jumping One rule
Is placing the partner beside the switch worth entering danger yourself?
Reference games The Swapper · Heat Signature
Core loop 01 Check weapon availability02 Choose a throw03 Handle the unarmed interval04 Recover for reuseAiming and projectiles One rule
Chase the distant target or recall the weapon for an approaching threat?
Reference games Titan Souls · Boomerang X
Core loop 01 Read heat and distance02 Choose burst duration03 Pause or overheat04 Reengage after coolingAiming and projectiles One rule
Overheat to finish this target or pause to retain firepower for the next wave?
Reference games Deep Rock Galactic · Helldivers 2
Core loop 01 Read routes02 Place a zone03 Observe persistence04 Redeploy around expiryAiming and projectiles One rule
Cover the current crowd or preempt the next wave's chokepoint?
Reference games Deep Rock Galactic · Sanctum 2
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.