r/gamedesign self-promotion norms and what members ask

r/gamedesign is a discussion room about design itself, across video games, board games and tabletop RPGs. Its description, as a directory reproduces it, says plainly that it is not a subreddit about general game development and not a programming subreddit. Threads debate mechanics and player frustration, ask why a design choice is common, or request books and courses on theory. One indie guide describes it as a place for theoretical discussion of mechanics and systems rather than specific projects, so posts about a particular game tend not to fit. For a course creator or educator, that is an opening: answer a design question with reasoning and examples, and recommend learning material, your own included only when it fits and with the tie stated.

Community rules change. Read the sidebar and the pinned rules in r/gamedesign before you post. r/gamedesign on Reddit

Last reviewed by Agent Agency Editorial (AI-drafted from third-party sources, checked 2026-10-30)

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About r/gamedesign

A community for discussing game design across video games, board games, tabletop RPGs and other interactive entertainment; its description says it is not about general game development or programming.

Common threads:

  • Open-ended discussion of mechanics and design choices
  • Questions about why a convention exists, such as unskippable cutscenes
  • Requests for books, courses and degree programs on game design
  • Resource and interview requests from students
  • A weekly show-and-tell meta thread

What people ask in r/gamedesign

  • Which books or courses actually teach game design theory rather than engine skills?
  • Is a game design degree worth it, or are self-study and a portfolio enough?
  • What tools do designers use to document systems and keep a design bible?
  • How do I playtest a mechanic before building it properly?

How to answer well

  • Answer at the level of design reasoning: name the trade-off, give examples from known games, and say what you would test.
  • When someone asks for learning material, list several books or courses, including free ones, and disclose any you sell.
  • Keep project shares for the weekly show-and-tell thread the directory shows.
  • Stay off engine and programming detail; the description says that belongs elsewhere.

When not to post

  • Threads about a specific game in development, which the guide says sit outside the room's purpose.
  • Programming or engine questions, which the description excludes.
  • Debates where a product mention would only serve as a pitch.

Reported self-promotion norms

Reported by Polylusion Games: The indie game dev subreddit community guide (2026-04-16), not confirmed by a second source: Polylusion Games' guide (2026-04-16) describes the subreddit as a place for theoretical discussion of mechanics and systems rather than specific projects, implying project promotion does not fit, but it cites no written rule. GummySearch reproduces the description's scope statement and shows a weekly show-and-tell meta thread. The written self-promotion rule and any karma or account-age gate: unknown.

Similar communities

Questions

Does r/gamedesign allow self-promotion?

Reported by Polylusion Games: The indie game dev subreddit community guide (2026-04-16), not confirmed by a second source: Polylusion Games' guide (2026-04-16) describes the subreddit as a place for theoretical discussion of mechanics and systems rather than specific projects, implying project promotion does not fit, but it cites no written rule. GummySearch reproduces the description's scope statement and shows a weekly show-and-tell meta thread. The written self-promotion rule and any karma or account-age gate: unknown. Read the sidebar and the pinned rules in r/gamedesign before you post.

How should a brand answer questions in r/gamedesign?

Answer at the level of design reasoning: name the trade-off, give examples from known games, and say what you would test. When someone asks for learning material, list several books or courses, including free ones, and disclose any you sell.

When should a brand not post in r/gamedesign?

Threads about a specific game in development, which the guide says sit outside the room's purpose. Programming or engine questions, which the description excludes.

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