
Field
Manual
Area Denial’s takes, tastes, and principles on game design. Learned from thirteen years designing and delivering League of Legends, Call of Duty, Apex Legends, and more.
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Section
00
Preface
Players learn what you value from your systems, not your words. The argument for everything that follows.
Section
01
Game Design
Seven chapters, ordered by timescale, from the first frame to the fifth year.
- 01.01Game Feelthe first 33 milliseconds↳Juice Dial
- 01.02Game UXthe session↳Eight UX Laws
- 01.03Onboardingthe first hours↳Three Hits Funnel
- 01.04Competitive Systemsthe season↳Two Numbers Machine
- 01.05Metagamethe account↳Match Record Fanout
- 01.06Social Systemsthe community↳Scoreboard Machine
- 01.07Live Opsthe years↳Reversal Timeline
Section
02
Design Vision
A template for taking a game from blank page to first playable: teardowns, razors, and the Inside-Out Model for deciding what to build first, next, and later.
Section
03
Getting Unstuck
Twenty-one ways to get unstuck: beginning, progressing, and finishing a design.
Patch notes
- v1.0·2026-06-11·First published.
- v1.1·2026-06-12·Added Part Two: Design Vision. Added imagery.
- v1.2·2026-06-13·Improved UI. Audiobook edition.
- v1.3·2026-06-14·Added deep links to interactive experiments. Added paperback option.