The ten designers
A ranked list of the people who taught the field something it still uses. Every lesson below is a claim about design with a source the designer said or wrote, and where the lesson became one of the atlas's techniques, it links there.
- Named, reusable lessons that working designers still apply.
- At least two landmark works, across decades where possible.
- Primary sources: talks, interviews, postmortems, or their own books.
- Spread across eras and regions, so the list reads as a history.
Lineage
Forty-five years on one axis. Hover a mark for the game; click a name for the entry.
Lessons by theme
What each designer's lessons are about. Read down a column to see who taught the field about space, or systems, or who plays.
The ranking
- 01
Shigeru Miyamotodraft
Japanese · 1977 to present · Nintendo
Designer of Donkey Kong, Super Mario Bros., and The Legend of Zelda, and the person most responsible for the idea that a level can teach without a word of text. His method is to get the core movement right, then arrange the world so the player discovers the rules by acting on them.
Donkey Kong (1981) · Super Mario Bros. (1985) · The Legend of Zelda (1986) · Super Mario 64 (1996) · Ocarina of Time (1998) · Pikmin (2001)
- Teach with placement, not text
- Get the verb right before you build the world
- Design the feeling of a place you remember
In the atlas: World 1-1
- 02
Will Wrightdraft
American · 1984 to present · Maxis, Stupid Fun Club, Gallium Studios
Designer of SimCity, The Sims, and Spore. Wright treats a game as a system the player learns by poking it, and treats the emergent range of that system as the thing being designed. He shipped the best-selling PC game of its era without a win condition to prove it.
SimCity (1989) · SimAnt (1991) · The Sims (2000) · Spore (2008)
- 03
Sid Meierdraft
Canadian-American · 1982 to present · MicroProse, Firaxis Games
Designer of Pirates!, Railroad Tycoon, and Civilization. Meier gave the field its most quoted definition of a game and, in two GDC talks, the clearest account of why players feel the way they do about odds, turns, and choices.
Sid Meier's Pirates! (1987) · Railroad Tycoon (1990) · Civilization (1991) · Alpha Centauri (1999) · Civilization IV (2005)
- 04
Hidetaka Miyazakidraft
Japanese · 2004 to present · FromSoftware
Director of Demon's Souls, Dark Souls, Bloodborne, and Elden Ring. Miyazaki rebuilt the relationship between difficulty, space, and story: the world loops so that mastery is spatial, the story arrives in fragments, and strangers help without speaking.
Demon's Souls (2009) · Dark Souls (2011) · Bloodborne (2015) · Sekiro (2019) · Elden Ring (2022)
- Difficulty is the price of accomplishment, not the product
- Fold the world back on itself
- Tell the story in fragments the player assembles
- Let strangers help without letting them talk
In the atlas: Undead Burg
- 05
Warren Spectordraft
American · 1983 to present · Origin Systems, Looking Glass Studios, Ion Storm Austin, Junction Point Studios, OtherSide Entertainment
Producer of Ultima Underworld and System Shock, director of Deus Ex, and the most persistent advocate for the immersive sim. His rules for Deus Ex, problems not puzzles and always show the goal, define a genre where the player's plan is the content.
Ultima Underworld (1992) · System Shock (1994) · Thief: The Dark Project (1998) · Deus Ex (2000) · Epic Mickey (2010)
- 06
John Romerodraft
American · 1989 to present · Softdisk, id Software, Ion Storm, Romero Games
Level designer of Doom and Quake, and the person who wrote down what a good first-person map is. His eight Doom rules are still the shortest useful level design course there is. He also turned a Super Mario Bros. 3 clone into the studio that invented the modern shooter.
Commander Keen (1990) · Wolfenstein 3D (1992) · Doom (1993) · Quake (1996) · Sigil (2019)
- Level design is contrast management
- Loop the player back so the space becomes a place
- Keep the game shippable every day
In the atlas: E1M1: Hangar
- 07
Hideo Kojimadraft
Japanese · 1986 to present · Konami, Kojima Productions
Director of Metal Gear, Metal Gear Solid, and Death Stranding. Kojima invented stealth as a genre out of a sprite limit, made the console itself part of the story, and built a game whose multiplayer is other people's leftover bridges.
Metal Gear (1987) · Snatcher (1988) · Metal Gear Solid (1998) · Metal Gear Solid 3 (2004) · Metal Gear Solid V (2015) · Death Stranding (2019)
- 08
Toru Iwatanidraft
Japanese · 1977 to 2007 · Namco
Designer of Pac-Man. Iwatani made an arcade game for people who did not go to arcades, gave four identical sprites four personalities with four rules, and put a full tension-and-release cycle inside one screen.
Pac-Man (1980) · Libble Rabble (1983) · Pac-Man Championship Edition (2007)
- 09
Fumito Uedadraft
Japanese · 1995 to present · Warp, Sony Japan Studio (Team Ico), genDESIGN
Director of Ico, Shadow of the Colossus, and The Last Guardian. Ueda designs by removing: no HUD, no filler, one relationship carried in the controls. His games are short, sparse, and among the most cited in the field.
Ico (2001) · Shadow of the Colossus (2005) · The Last Guardian (2016)
- 10
Jenova Chendraft
Chinese-American · 2005 to present · thatgamecompany
Designer of flOw, Flower, Journey, and Sky. Chen brought flow theory from psychology into the design process, then built games whose only spec was a feeling. Journey's anonymous co-op is the clearest case of a social system designed by removal.
Cloud (2005) · flOw (2006) · Flower (2009) · Journey (2012) · Sky: Children of the Light (2019)
Near misses
Designers who would take the tenth slot on a different day.
- Doug ChurchGive the field a shared vocabulary
- Gunpei YokoiLateral thinking with withered technology
- Jonathan BlowAsk the system questions instead of dictating answers
- Ken LevineBreak story into pieces the system can recombine
- Masahiro SakuraiGame essence is risk and return
- Ron GilbertNo dead ends, no sudden death, no time limits