Game Genre Encyclopedia

A reference guide to game genres -- what defines them, what makes them tick, and what you'd learn by building one. This covers far more genres than the bootcamp modules. Use it to understand the landscape and find inspiration for your capstone project.

How to Read This Guide

  • Defining Trait -- the single characteristic that puts a game in this genre
  • Core Mechanic -- the fundamental player action
  • Landmark Games -- 2-3 games that defined or perfected the genre
  • Key Design Concepts -- what building this genre teaches you
  • Has Module? -- whether this bootcamp has a dedicated module for it

Quick Reference: Genre to Module

37 genres
Genre Primary Mechanic Module
Ball-and-Paddle Deflection Module 1
Platformer Jump with gravity arc Module 2
Top-Down Shooter Navigate under fire Module 3
Endless Runner Survive escalating speed Module 4
Falling Block Puzzle Spatial arrangement under time pressure Module 5
Tower Defense Optimizing placement Module 6
Roguelike Procedural exploration with permadeath Module 7
Fighting Game Frame-tight read-and-react Module 8
Racing Momentum through curves Module 9
Deckbuilder Curating an engine from random draws Module 10
First-Person Game (FPS) Aim and shoot in 3D first-person Module 11
3D Platformer Jump and land while managing a camera Module 12
Metroidvania Ability-gated exploration Module 14
Run and Gun Move and shoot through authored levels Module 15
Third-Person Shooter Shooting with spatial body awareness Module 16
Point-and-Click Inventory puzzles + dialog Module 17
Visual Novel Branching narrative choices Module 18
Walking Simulator Environmental storytelling Module 19
Turn-Based RPG Menu combat with stats and parties Module 20
Action RPG Real-time combat + loot + stats Module 21
RTS Multi-unit command + economy Module 22
Turn-Based Strategy Positional tactics in turns Module 23
Auto-Battler Draft and position, watch combat Module 24
4X Strategy Empire management across systems Module 25
Sokoban Push blocks, spatial reasoning Module 26
Physics Puzzle Set up conditions, let physics resolve Module 27
Simulation Racing Tire grip and racing lines Module 28
Management/Tycoon Balance interconnected systems Module 29
Farming/Life Sim Time management per day Module 30
Survival/Crafting Gather, craft, survive loop Module 31
Rhythm Input synchronized to music Module 32
Survival Horror Scarcity creates tension Module 33
Idle/Incremental Exponential growth management Module 34
Party Game Varied mini-games, social play Module 35
Trivia Q&A under time pressure Module 36
Social Deduction Deception and detection Module 37
Sandbox Player-directed creation Module 38

Action Genres

4 genres

Platformer

Defining Trait Player navigates by jumping between platforms in a gravity-bound space
Core Mechanic The jump -- a committal, arc-shaped movement action
Landmark Games Super Mario Bros. (1985), Celeste (2018), Hollow Knight (2017)
Module Module 2

Metroidvania

Defining Trait Interconnected world where progress is gated by abilities acquired during exploration
Core Mechanic Ability-gated exploration -- you see areas you can't reach yet, then return with new powers
Landmark Games Super Metroid (1994), Castlevania: SotN (1997), Hollow Knight (2017)
Module Module 14

Beat 'em Up / Hack and Slash

Defining Trait Player fights through waves of melee enemies, usually scrolling left to right
Core Mechanic Close-range combat with combos against multiple enemies
Landmark Games Streets of Rage 2 (1992), Devil May Cry (2001), Hades (2020)

Run and Gun

Defining Trait Side-scrolling action focused on shooting while moving through linear levels
Core Mechanic Simultaneous movement and shooting with directional aiming
Landmark Games Contra (1987), Metal Slug (1996), Cuphead (2017)
Module Module 15

Shooter Genres

4 genres

Top-Down Shooter / Twin-Stick

Defining Trait Overhead view, player shoots in any direction while navigating threats
Core Mechanic Decoupled movement and aiming -- navigate space while directing fire
Landmark Games Robotron 2084 (1982), Geometry Wars (2005), Enter the Gungeon (2016)
Module Module 3

Shoot 'em Up (Shmup) / Bullet Hell

Defining Trait Screen fills with enemy projectiles; player weaves through patterns
Core Mechanic Navigation through bullet patterns -- reading negative space
Landmark Games Space Invaders (1978), DoDonPachi (1997), Ikaruga (2001)

First-Person Shooter (FPS)

Defining Trait Player sees through the character's eyes, shoots with crosshair
Core Mechanic Aim and shoot in 3D space from first-person perspective
Landmark Games Doom (1993), Half-Life (1998), Call of Duty 4 (2007)
Module Module 11

Third-Person Shooter (TPS)

Defining Trait Camera behind/over the player character, cover-based or action shooting
Core Mechanic Shooting with spatial awareness of your character's body in the world
Landmark Games Resident Evil 4 (2005), Gears of War (2006), Splatoon (2015)

Adventure Genres

3 genres

Point-and-Click Adventure

Defining Trait Solve puzzles by examining and combining objects in a narrative world
Core Mechanic Inventory puzzle solving -- use item A on object B to progress
Landmark Games The Secret of Monkey Island (1990), Myst (1993), Disco Elysium (2019)
Module Module 17

Visual Novel

Defining Trait Narrative-driven with branching choices, minimal traditional gameplay
Core Mechanic Choosing dialog options that branch the story
Landmark Games Phoenix Wright (2001), Doki Doki Literature Club (2017), 13 Sentinels (2019)
Module Module 18

Walking Simulator / Exploration

Defining Trait Exploration-focused with environmental storytelling, minimal mechanics
Core Mechanic Moving through a space and discovering narrative through the environment
Landmark Games Gone Home (2013), Firewatch (2016), What Remains of Edith Finch (2017)
Module Module 19

RPG Genres

3 genres

Turn-Based RPG (JRPG)

Defining Trait Combat is turn-based with menus; progression through stats and leveling
Core Mechanic Selecting actions from menus in a turn-based combat system
Landmark Games Final Fantasy VI (1994), Chrono Trigger (1995), Persona 5 (2016)
Module Module 20

Action RPG

Defining Trait Real-time combat with RPG progression (stats, leveling, loot)
Core Mechanic Real-time combat where stats and gear affect outcomes
Landmark Games Diablo (1997), Dark Souls (2011), Elden Ring (2022)
Module Module 21

Roguelike / Roguelite

Defining Trait Procedurally generated levels, permadeath, high replayability
Core Mechanic Navigating procedural spaces where death resets progress (fully or partially)
Landmark Games Rogue (1980), Spelunky (2012), Hades (2020)
Module Module 7

Strategy Genres

5 genres

Real-Time Strategy (RTS)

Defining Trait Command units and manage resources in real-time against opponents
Core Mechanic Multi-unit selection, movement commands, and resource allocation simultaneously
Landmark Games StarCraft (1998), Age of Empires II (1999), Company of Heroes (2006)
Module Module 22

Turn-Based Strategy (TBS)

Defining Trait Players take turns moving units on a grid or map
Core Mechanic Positioning units and executing actions within a turn budget
Landmark Games Civilization (1991), Fire Emblem (1990), XCOM: Enemy Unknown (2012)
Module Module 23

Tower Defense

Defining Trait Place defensive structures to stop waves of enemies traversing a path
Core Mechanic Optimizing tower placement to maximize coverage and damage
Landmark Games Desktop Tower Defense (2007), Plants vs. Zombies (2009), Bloons TD 6 (2018)
Module Module 6

Auto-Battler

Defining Trait Draft and position units that fight automatically; strategy is in preparation, not execution
Core Mechanic Drafting units and arranging them on a board before combat resolves on its own
Landmark Games Dota Auto Chess (2019), Teamfight Tactics (2019), Super Auto Pets (2021)
Module Module 24

4X Strategy

Defining Trait Explore, Expand, Exploit, Exterminate -- large-scale empire building
Core Mechanic Managing an empire across multiple interconnected systems
Landmark Games Civilization IV (2005), Stellaris (2016), Humankind (2021)
Module Module 25

Puzzle Genres

4 genres

Falling Block Puzzle (Tetris-like)

Defining Trait Pieces fall into a grid; player arranges them before they lock
Core Mechanic Spatial arrangement under time pressure
Landmark Games Tetris (1984), Dr. Mario (1990), Puyo Puyo (1991)
Module Module 5

Match-3

Defining Trait Swap adjacent tiles to create groups of 3+ matching elements
Core Mechanic Pattern recognition and chain reactions in a grid
Landmark Games Bejeweled (2001), Candy Crush Saga (2012), Puzzle Quest (2007)

Sokoban / Push-Block

Defining Trait Push objects into target positions on a grid
Core Mechanic Spatial reasoning -- objects only push, never pull
Landmark Games Sokoban (1982), Stephen's Sausage Roll (2016), Baba Is You (2019)
Module Module 26

Physics Puzzle

Defining Trait Solutions emerge from physics simulation interactions
Core Mechanic Set up conditions and let physics resolve the outcome
Landmark Games Angry Birds (2009), World of Goo (2008), Human: Fall Flat (2016)
Module Module 27

Racing Genres

3 genres

Arcade Racing

Defining Trait Speed and spectacle over realistic physics
Core Mechanic Controlling momentum through turns at high speed
Landmark Games OutRun (1986), Burnout 3 (2004), Forza Horizon 5 (2021)
Module Module 9

Kart Racing

Defining Trait Racing with power-up items that create chaos and catch-up opportunities
Core Mechanic Racing + item management -- items create drama and rubber-banding
Landmark Games Super Mario Kart (1992), Crash Team Racing (1999), Mario Kart 8 (2014)

Simulation Racing

Defining Trait Realistic vehicle physics and driving model
Core Mechanic Managing tire grip, braking zones, and racing lines
Landmark Games Gran Turismo (1997), iRacing (2008), Assetto Corsa (2014)
Module Module 28

Simulation Genres

3 genres

Management / Tycoon

Defining Trait Build and optimize a system (business, city, theme park)
Core Mechanic Resource allocation and system balancing across interconnected economies
Landmark Games SimCity (1989), RollerCoaster Tycoon (1999), Two Point Hospital (2018)
Module Module 29

Farming / Life Sim

Defining Trait Day/night cycle with crop/relationship management over in-game seasons
Core Mechanic Time management -- choosing how to spend limited in-game hours each day
Landmark Games Harvest Moon (1996), Stardew Valley (2016), Animal Crossing (2001)
Module Module 30

Survival / Crafting

Defining Trait Gather resources, craft tools, survive against environment and/or enemies
Core Mechanic Resource gathering and crafting loop -- turn raw materials into tools that enable gathering better materials
Landmark Games Minecraft (2011), Don't Starve (2013), Valheim (2021)
Module Module 31

Card & Board Game Genres

2 genres

Deckbuilder

Defining Trait Start with a weak deck, acquire cards during play to build a powerful engine
Core Mechanic Curating a deck that generates emergent strategy through random draw order
Landmark Games Dominion (2008), Slay the Spire (2019), Balatro (2024)
Module Module 10

Digital Card Game (TCG/CCG)

Defining Trait Two players play cards from pre-built decks in competitive matches
Core Mechanic Playing cards with costs and effects to reduce opponent's health to zero
Landmark Games Magic: The Gathering (1993), Hearthstone (2014), Marvel Snap (2022)

Rhythm Genres

1 genre

Rhythm / Music Game

Defining Trait Player inputs are synchronized to music; timing and accuracy are scored
Core Mechanic Hitting inputs in time with musical beats within a timing window
Landmark Games PaRappa the Rapper (1996), Guitar Hero (2005), Beat Saber (2018)
Module Module 32

Horror Genres

1 genre

Survival Horror

Defining Trait Limited resources and vulnerability create tension and fear
Core Mechanic Resource scarcity -- never having enough ammo/health to feel safe
Landmark Games Resident Evil (1996), Silent Hill 2 (2001), Amnesia: The Dark Descent (2010)
Module Module 33

Casual & Mobile Genres

3 genres

Endless Runner

Defining Trait Auto-scrolling obstacle course; player input is reaction-based, game ends on failure
Core Mechanic Single-input survival against escalating speed/difficulty
Landmark Games Canabalt (2009), Temple Run (2011), Flappy Bird (2013)
Module Module 4

Idle / Incremental

Defining Trait Numbers go up, even when you're not playing
Core Mechanic Purchasing upgrades that increase the rate of resource generation
Landmark Games Cookie Clicker (2013), Adventure Capitalist (2015), Melvor Idle (2021)
Module Module 34

Hyper-Casual

Defining Trait One-touch mechanic, instant comprehension, session length under 1 minute
Core Mechanic Varies -- but always a single input mapped to one satisfying action
Landmark Games Flappy Bird (2013), Crossy Road (2014), Helix Jump (2018)

Social & Party Genres

3 genres

Party Game

Defining Trait Multiple players competing in varied mini-games, accessible to non-gamers
Core Mechanic Varies per mini-game -- the meta-mechanic is variety and social interaction
Landmark Games Mario Party (1998), Jackbox Party Pack (2014), Among Us (2018)
Module Module 35

Trivia

Defining Trait Questions and answers with scoring
Core Mechanic Answering questions correctly under time pressure
Landmark Games You Don't Know Jack (1995), Buzz! (2005), Jackbox (2014)
Module Module 36

Social Deduction

Defining Trait Players have hidden roles; deception and deduction drive gameplay
Core Mechanic Lying and detecting lies -- game mechanics create structured social interaction
Landmark Games Mafia/Werewolf (1986), Town of Salem (2014), Among Us (2018)
Module Module 37

Sandbox & Open World

1 genre

Sandbox

Defining Trait Player-directed goals in a systemic world; create your own fun
Core Mechanic Building and experimentation within a simulation
Landmark Games Minecraft (2011), Garry's Mod (2004), Terraria (2011)
Module Module 38

Genre Blending

Most modern games blend genres. Recognizing the mechanics behind each genre helps you understand what's being combined:

Hades Roguelike + Action RPG + Beat 'em Up + Narrative
Slay the Spire Deckbuilder + Roguelike
Puzzle Quest Match-3 + RPG
Into the Breach Turn-Based Strategy + Roguelike + Puzzle
Mario Kart Racing + Party Game (items)
Vampire Survivors Bullet Hell (inverted) + Roguelite + Idle
Balatro Deckbuilder + Poker + Roguelike

The capstone module (Module 13) is your chance to try a blend of your own.