Game Design Fundamentals

Course description:

 This course will teach game design fundamentals starting at square zero. If you have no experience in designing games, this is the course for you! We will start with game design theory which will bolster your knowledge of how to design a game and why games make players respond the ways they do. There will be exercises to teach students how to make short games of multiple varieties. Specifically, the course will cover card games, interactive fiction and 2D digital games.

 Basic programming skills and how to find free assets to use for your games will also be discussed. The culmination of the lessons will have the students choose to make either a twine game or a GameMaker game after learning how both engines work.

If you are troubled by the following problems, this course will help you to overcome your problems

If you don't understand the software, how long does it take to master it?
I want to learn digital painting, how do I start?
My friends are so cool to draw on their Ipad, I don’t know how to do it at all!
Drawing on paper is so boring, does it have anything to do with me learning digital painting?
Is there a threshold for painting on Ipad? Is it necessary to have a foundation in art?
It's so convenient to fill in colors like this!
What tools did you use, how come the effect is different?
What is the layer tool, it seems very convenient?
I am not interested in traditional painting at all, I just want to paint what I am interested in.
Doesn't digital painting help the basic foundations? It seems easy?

Classes are hosted all year round

Weekly Schedule: ???
Duration:  ???  Hours / class
Total: ???  classes – 8 months 

Offered online & in-person

 

Fundamentals

Lesson - 1

Meaningful Play

  • Start with the definition of play
    • the game itself but also how players interact with it, games are connected by play
  • The impact a player’s decisions has on a game system with meaning derived from how the choice relates to the result

Total session: ???

 

The Magic Circle

  • Abstract play zone with specific rules and in game contexts that the players give new contexts within the game, can be closed or open

Total session:   ???

 

Semiotics

  • Semiotic: something that can take on a meaning 
  • Semiosis: action/process that creates a relationship between meanings and signifiers 
  • Semiotic domains: a set of rituals that include one or more modalities to communicate

Total session:  ???

 

Lesson - 2

Game Scope

  • The scope of the game refers to way that a game focuses on specific mechanics to make sure the game is tight and focused 

Total session:  ???

 

Game Flow

  • Game’s best experience from both difficulty and skill 
  • Flow state comes when you focus on the actions you are making in the game as your skill matches the difficulty the game presents

Total session:  ???

 

Game Mechanics

  •  Functions that the game contains that make it playable

Total session:  ??

 

Lesson - 3

Layers of Game Design

Sensory (surface)

  • Base level – what the player senses while playing

Information (skeleton)

  • Facts that the game presents in the sensory layer

Interaction (structure) 

  • Interactions the player can perform given sensory and info layers 

Frame (scope) 

  • Performable actions the player thinks are possible due to prior experience

Purpose (strategy)

  • Objectives players set for themselves

Total session:  ???

Playcentric Design

  • Interactive systems require iteration and prototyping 
  • Due to this, you need to playtest early and often 
  • This is where play in playcentric design comes from  

Total session:  ???

 

Introduction to the Game Design Document

  • Show some examples of game design documents (from my games)

Total session:  ???

 

Lesson - 4

Game Design Exercise - Basic Card Game

 
  • Restrictions on how many items you can have, how many cards you can have, how long the game lasts etc
  • Exercise in game scope and mechanics

Total session:  ???

 

Introduction to Twine

Lesson - 1

  • Making and linking passages in twine 
  • Variables in twine
  • Differences between Twine languages (Harlowe, Sugarcube, etc)

Total session: ???

Lesson - 2

  • Branching choices in twine
  • Paths between passages
  • Choice in games
  • Ludonarrative dissonance

Total session: ???

Introduction to Gamemaker

  • Drag and drop platformer 
  • Creating an environment
  • Creating a player object in gamemaker
  • Creating an npc
  • Creating a collectable object

Total session: ???

Lesson - 1

  • Basic platformer in gamemaker 
  • Collectable objects 
  • Enemies 
  • Actions (jumping, attacking)

Total session: ???

Lesson - 2

  • Programming dialogue 
  • Levels
  • Variables 
  • Save and load

Total session: ???

Lesson - 3

  • UI 
  • Sound effects 
  • Camera movement

Total session: ???

Lesson - 4

Final Projects

Lesson - 1

Game Design Document

  • Elevator Pitch 
  • Mood 
  • Lore/Background
  • Storyline
  • Floorplans
  • Game Scope
  • Characters

Total session: ???

Lesson - 2

Starting the Project

  • Beginning programming

Total session: ???

Lesson - 3

Starting the Project

  • programming

Total session: ???

Lesson - 4

UI

  • Menus
  • Health bar or other in game UI (if needed)

Total session: ???

Lesson - 5

Aesthetics and Animations

  • Programming it 
  • Getting free assets 
  • Implementing created aspects

Total session: ???

Scroll to Top