The 42 Immutable Laws of Gamedev

By Paul Kilduff-Taylor

  1. Use source control or at least make regular backups
  2. Your game is likely both too boring and too shallow
  3. Your pitch should include a budget
  4. Your budget should be justifiable using non-outlier comparators
  5. A stupid idea that would make your friends laugh is often a great concept
  6. Criticise a game you hate by making a good version of it
  7. Changing a core mechanic usually means that you need a new ground-up design
  8. Design documents are only bad because most people write them badly
  9. Make the smallest viable prototype in each iteration
  10. Players need an objective even if they are looking to be distracted from it
  11. ​​No genre is ever dead or oversaturated
  12. Games in difficult categories need to be doing something truly exceptional.
  13. ​​Learn the history of games
  14. Forget the history of games! Unpredictable novelty arises every year
  15. Great games have been made by both amazing and terrible coders
  16. ​​Be as messy as you want to get your game design locked…
  17. ​​…then think about readability, performance, extensibility, modularity, portability…
  18. ​​Procedural generation is a stylistic choice not a cost-reduction methodology
  19. ​​Depth is almost always more important than UX
  20. ​​Plan for exit even if you plan to never exit
  21. ​​Your opinion of DLC is likely not based on data
  22. ​​There’s no point owning your IP unless you use it, license it or sell your company
  23. ​​PR will always matter but most devs don't understand what PR is
  24. ​​People want to hear about even the most mundane parts of your dev process.
  25. Be grateful when you win awards and gracious (or silent) when you don't
  26. Announce your game and launch your Steam page simultaneously
  27. ​​Get your Steam tags right
  28. ​​Make sure your announcement trailer destroys its intended audience
  29. ​​Excite, intrigue, inspire with possibilities
  30. ​​Your announcement is an invitation to your game’s community
  31. Make “be respectful” a community rule and enforce it vigorously
  32. Celebrate great community members
  33. ​​Post updates at minimum once per month
  34. ​​Community trust is established by correctly calling your shots
  35. ​​Find an accountant who understands games
  36. ​​Understand salaries, dividends and pension contributions fully
  37. ​​Find a lawyer you can trust with anything
  38. Read contracts as if the identity of the counterparty was unknown to you
  39. ​​A publisher without a defined advantage is just expensive money
  40. ​​Just because you had a bad publisher once doesn’t mean all publishers are bad
  41. “Get publisher money” is hustling. “Make a profitable game” is a real ambition
  42. Keep trying - be specific, optimistic and generous