A mosaic of videogames discussed in VG101 - from Pong to Elden Ring

VG101: Videogames 101

A videogame design text of Gesture + Aesthetic Heritage.

This knowledge base teaches videogame design as its own medium - not borrowed film theory, not programming-first, but videogames as a medium of action with a wide variety of inherited craft traditions. It is built around a single idea: every moment of play is a Gesture, and every Gesture carries an Aesthetic Heritage.

Start with Gesture →

Core Framework

Explore the Knowledge Base

Philosophy

Accessibility is craft, not compliance. Good design is accessible design. The curb cut effect applies.
Debugging is literacy. Understanding why things break makes you a better designer.
Code is material. Like clay or paint - it has properties, resistances, possibilities.
Videogames are neither just products nor just art. They are both and neither. The best creations know this.

How to Read This Text

Every page in the Knowledge Base uses three collapsible registers. Open the ones that match your needs.

Practice What students do. Hands-on exercises, prompts, and activities. Open by default.
Craft What educators understand. Teaching sequence, common misconceptions, assessment.
Theory Deeper grounding. References, philosophy, unresolved questions.