Hacker News with Generative AI: Game Design

The Final Hours of Half-Life 2 (gamespot.com)
The newest installment in Geoff Keighley's Behind the Games series covers the turbulent development of Half-Life 2. This special feature takes you behind the scenes on the development of the game at Valve Software, including exclusive details on the infamous source code leak.
Dobble (The Mathematics Of) (2018) (petercollingridge.co.uk)
Dobble (also called Spot It!), is a card game that uses special circular cards, each with a number (8 in the standard pack, 6 in the kids pack) of symbols or image. There are various ways to play, but they all the games involve finding which symbol is common to two cards. The cards are designed so that any two cards will always have one symbol in common.
Unbounded: A Generative Infinite Game of Character Life Simulation (generative-infinite-game.github.io)
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models.
The Mathematics of Dobble (2018) (petercollingridge.co.uk)
Dobble (also called Spot It!), is a card game that uses special circular cards, each with a number (8 in the standard pack, 6 in the kids pack) of symbols or image. There are various ways to play, but they all the games involve finding which symbol is common to two cards. The cards are designed so that any two cards will always have one symbol in common.
D&D is Anti-Medieval (blogofholding.com)
You can be forgiven for thinking that OD&D is a medieval European fantasy game. After all, Gary Gygax himself says so. He describes the original D&D books as “Rules for Fantastic Medieval War Games” (on the cover) and “rules [for] designing your own fantastic-medieval campaign” (in the introduction). However, in the game itself, there’s precious little to suggest feudalism, Europe, chivalry, a post-imperial dark age, or even the existence of a monarchy at all.
The quest for a Wiki-less game (stackexchange.com)
I often see that a community will make a wiki for games that have a large amount of elements, I am attempting to create an in-game application of a "wiki" keeping track of what has been found or done to remind you of something you may have forgotten without having a 'terraria problem' where you need it to do anything.
Supporting game design with evolutionary algorithms (gamedeveloper.com)
Why is 'Left Stick to Sprint' so unpleasant in games? (aria.dog)
Metropolis 1998 lets you design every building in an isometric, pixel-art city (arstechnica.com)
Game Designers Run Your Life (scientificamerican.com)
Baba Is You: A puzzle game where the rules are objects you can manipulate (hempuli.com)
Cracking the Scheduling Code in Hay Day (thinhcorner.com)