Framework in game design is a conceptual structure — a reusable thinking model that helps you analyze, design, or align systems, mechanics, experiences, or production processes.
Frameworks don’t replace creativity. They channel it into structure.
1️⃣ Definition
A framework is a mental model or structured schema used to deconstruct complex problems and guide decision-making across design, development, and iteration phases.
📍A system is something you build. A framework is how you think about what you’re building.
2️⃣ Why Frameworks Matter
Purpose | What It Enables | Example |
Clarity | Breaks down abstract goals into components | MDA helps map rules → feelings |
Design alignment | Keeps mechanics serving emotional goals | Experience Goals Framework = “Does this feel tense?” |
Iteration | Structured testing and feedback | Feedback Loop Models show when pacing breaks |
Team communication | Shared design language across roles | Everyone uses same terms: resource flow, dynamics, etc. |
📍A framework isn’t a rulebook — it’s a lens. Use it to reveal patterns and blind spots.
3️⃣ Types of Game Design Frameworks
Analytical Frameworks
Used to understand or critique existing or planned games.
Framework | Focus | Use |
MDA (Mechanics – Dynamics – Aesthetics) | Mechanics create dynamics that evoke aesthetics | Align rules with emotion |
Lens of the Player Experience (Fullerton) | Objectives, procedures, rules, resources, conflict | Core loop & system audit |
Bartle’s Player Types | Achiever, Explorer, Socializer, Killer | Player motivation mapping for MP games |
System Design Frameworks
Used to structure internal game logic.
Framework | Focus | Use |
Resource Flow Model | Inputs → Conversions → Outputs → Sinks | Crafting, economy, pacing loops |
Feedback Loops | Positive/negative system behavior | Balancing, catch-up, escalation |
Game Feel Model (Swink) | Input → Response → Feedback | Designing movement, hit impact, control “juice” |
Production & Experience Frameworks
Used to plan and track development goals and player emotion.
Framework | Focus | Use |
Agile / Scrum | Iteration and playable sprints | Cross-discipline development |
Experience Goals (Playcentric) | Define intended player feelings first | Mechanics serve experience (e.g. tension, wonder) |
4️⃣ Framework vs System vs Tool
Term | What It Is | Example |
Framework | A mental structure for thinking or analyzing | MDA, Feedback Loops |
System | A set of interactive mechanics | Crafting, leveling, AI |
Tool | A practical asset for building | Unity, Notion, Google Sheets |
📍You can build 3 different crafting systems — using the same framework. That’s its power.
✅ Framework Use Checklist
📍Don’t force-fit your game into a framework. Use the framework to stress-test your assumptions.
Summary
Term | Framework |
What it is | A conceptual model that structures thinking in game design |
Why it matters | Enables clarity, consistency, iteration, and communication |
How it's used | To analyze systems, map emotion, guide dev cycles |
Design goal | Use frameworks to turn creative ideas into testable, aligned structures |
📍Frameworks aren’t constraints.
They’re scaffolds for better decisions — and bridges between vision and execution.