2nd Edition

Pattern Language for Game Design

By Christopher Barney Copyright 2026
478 Pages 189 B/W Illustrations
by CRC Press

478 Pages 189 B/W Illustrations
by CRC Press

Christopher Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the successes and failures of the games they know and love to uncover... Read more

Preface

How to Use This Book

Pattern Library Website

Acknowledgements

Author

Illustrator

Section I - Introduction

Chapter 1 - Introduction

Section II - Background

Chapter2 - Alexandrian Patterns

Chapter 3 - Other Fields

Chapter 4 - Game Design

Section III - An Introduction to Patterns in Game Design

Chapter 5 - Example Pattern

Chapter 6 - Pattern Template

Chapter 7 - Pattern Library

Chapter 8 - Teaching Yourself or Students with Pattern Languages

Section IV - Introductory Pattern Exercises

Chapter 9 - Intro to Exercises

Chapter 10 - Problems

Chapter 11 - Basic Pattern Exercise

Chapter 12 - Structural Exercises (2-8)

Chapter 13 - Focused Patterns (9-12)

Chapter 14 - Patterns That Break the Mold (13-15)

Section V - The Fifteen Properties

Chapter 15 - Taking a Step Back

Chapter 16 - Fifteen Fundamental Properties of Wholeness 

Section VI - Advanced Pattern Generation Exercises

Chapter 17 - Advanced Pattern-Generation Exercises (16-24)

Section VII - Patterns for Game Mechanics

Chapter 18 - Atomic Theory of Game Mechanics (25-33)

Section VIII - How Our Patterns Relate to Ourselves and the World

Chapter 19 - Implications of Patterns as a Design Framework

Section IX - Advanced Patterns for Game Mechanics

Chapter 20 - Patterns on the Consequences of Mechanics

Section X - Building a Language

Chapter 21 - Integrating Patterns from Other Sources

Chapter 22 - Connecting Patterns into a Language

Chapter 23 - Organizing and Maintaining a Pattern Language

Chapter 24 - Creating New Pattern Exercises

Chapter 25 - Exercise for Extracting Patterns from Written Analysis

Chapter 26 - Extracting Patterns from Designer Experience

Chapter 27 - Designing with a Pattern Language

Afterword

References

Biography

Christopher Barney is an industry veteran with over a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics ranging from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Chris built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, LARP design, board games, and tabletop RPGs. An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com. He currently serves as a professor of game design at Northeastern University in Boston.