Craft in game design is the transformation of raw input into meaningful output. It turns gathering into gear, effort into progress, and systems into ownership.
Crafting is not just a feature — it’s a feedback loop of agency.
1️⃣ Definition
Craft is the player-driven process of creating, upgrading, or combining in-game items, tools, or resources through the use of materials, recipes, and systems.
It’s the answer to: “What can I make from what I’ve earned?”
📍Crafting isn’t about menus — it’s about choice, trade-off, and transformation.
2️⃣ Why Crafting Matters
Purpose | What It Enables | Example |
Progression | From survival to mastery | Subnautica’s gear tree evolution |
Expression | Personalized gear, builds, aesthetics | Valheim’s settlement decoration |
Exploration reward | Materials fuel tangible upgrades | The Witcher 3 potion and sword trees |
Economic value | Items feed into trade or barter loops | Final Fantasy XIV player marketplaces |
Loop integration | Gathers multiple systems into one payoff | Monster Hunter’s hunt → forge → hunt cycle |
📍Crafting shouldn’t just be a chore between fights — it should close loops and open new ones.
3️⃣ Components of Crafting Systems
Component | Description | Game Example |
Resources | Gathered or earned materials | Ore, herbs, parts (Minecraft, Hades) |
Recipes / Blueprints | Known or discovered combinations | The Forest’s contextual combining |
Stations / Tools | Workbenches, anvils, cauldrons | Valheim, Don’t Starve |
Progression Gates | Tiers, rarity, level locks | Horizon Zero Dawn gear upgrades |
UI & Feedback | Clarity, preview, success/failure | Diablo IV crafting menus and highlights |
📍Always show: What can I make? What do I need? Why should I care?
4️⃣ Styles of Crafting
Style | Focus | Example |
Survival Crafting | Utility, realism, scarcity | The Long Dark, Green Hell |
RPG Crafting | Gear optimization, stats | The Witcher 3, Elden Ring |
Creative Crafting | Expression, construction | Minecraft, Terraria |
Economic Crafting | Supply-demand balance | MMORPGs, Runescape |
Automated Crafting | System building, abstraction | Factorio, Satisfactory |
📍Match your crafting style to player fantasy: self-reliance, power-building, creativity, or economy.
✅ Crafting Design Checklist
📍Let crafting feel like ownership. The player should think: “I made this. I earned this. I chose this.”
Summary
Term | Craft |
What it is | A system where players transform resources into useful or expressive items |
Why it matters | Fuels progression, creativity, economy, and world interaction |
How it's used | Through recipes, gathering, crafting stations, and upgrades |
Design goal | Make crafting feel like a reward, a tool, and a form of expression |
📍Craft is how systems become tangible. It’s how effort becomes something you can carry, wear, equip, or live in.