Designer Course Plan

Section 1 Part A

Introduction
The Game Designer
What is a Computer Game?

Lesson 1
Computer Game Genres
Introduction to Game genres
Action Games
FPS
Fighting Games
Platformers
Strategy based games
Role playing

Lesson 2
The Development Process
High Level Concept
Pitch Doc / Proposal
Full Design
Prototype
Proof of Concept
The Vertical Slice
Full Production
Pre-Alpha
Alpha
Beta
Q/A submission
Hardware Submission
Master Candidate
Gold Master

Lesson 3
Competitive Game Analysis
Introduction to Game Analysis
Examples & Exercises

Section 1 Part B

Lesson 4
Computer Hardware Formats
Introduction to the Hardware
Understanding Hardware restrictions
Hardware submission restrictions

Lesson 5
Documenting Your Game 1/3
Benefits of Documentation
Pitch Document

Lesson 6
Documenting Your Game 2/3
Story Bible
Script

 

Lesson 7
Documenting Your Game 3/3
The Design Document
Technical Design Document
Test plan

Section 1 Part C

Lesson 8
Principles of Game Design 1/4
The Structure of Games
What players want
Brainstorming a game idea
The importance of sound and music
Fundamentals

Lesson 9
Principles of Game Design 2/4
Design considerations for Massively Multiplayer
Paper Design

Lesson 10
Principles of Game Design 3/4
Genre Specific Game Design Issues

Lesson 11
Principles of Game
Design 4/4
Dialog and Story
Level Design

Lesson 12
Polishing

Lesson 13
PR and Marketing
opportunities

Lesson 14
Tools of the Trade 1/5
Office Suites
3d modeling packages
Art Tools

Section 2 Part A

Lesson 15
Tools of the Trade 2/5
Middleware
Level editing
Physics
Engines

Lesson 16
Tools of the Trade 3/5
Production Tools
Sound Editing Tools

Lesson 17
Tools of the Trade 4/5
3D construction for the Web
Scripting Languages
Game Dynamics Libraries
Motion Tracking

Lesson 18
Tools of the Trade 5/5
Programming Languages for Console / PC
MMOG Box Solutions
Wireless development

Section 2 Part B

Lesson 19
Game Gallery/Iconic Games

Lesson 20
Franchises, Brands and Licenses

Lesson 21
The Team

Lesson 22
Game Design Basics 1/2
The Role of the Game Designer
The Structure of Games

Lesson 23
Game Design Basics 2/2
Understanding of Game Mechanics

Lesson 24
Working as a Game Designer 1/3
Design Specialisations

Lesson 25
Working as a Game Designer 2/3
Evolution of the Industry

Lesson 26
Working as a Game Designer 3/3
Promoting Yourself and Your Ideas


Section 2 Part C

Lesson 27
Designing a Game:
Things to bear in mind 1/8
Levels in Different Games
Level Separation
Level Order
The Components of a Level

Lesson 28
Designing a Game:
Things to bear in mind 2/8
The Game Camera
Action
Exploration
Puzzle Solving

Lesson 29

Designing A Game:
Things  to bear in mind 3/8
Interface and Control


Lesson 30
Designing a Game:
Things to bear in mind 4/8
Storytelling
Character Development
Aesthetics
Balancing it All
Difficulty Spike

Lesson 31
Designing a Game:
Things to bear in mind 5/8
Game Flow
Game Progression
Simple vs. Complicated

Section 3 Part A

Lesson 32
Designing a Game:
Things to bear in mind 6/8
Player cannot get Stuck
Sub Goals
Landmarks
Critical Path
Limited Backtracking
Success the first time
Navigable areas clearly marked
Player Choices

Lesson 33
Designing a Game:
Things to bear in mind 7/8
Fun and Accessibility


Lesson 34
Designing a Game:
Things to bear in mind 8/8
The Process
Process Variations

Section 3 Part B

Lesson 35
Designing a Game:
The Method 1/5
Starting With an Idea

Lesson 36
Designing a Game:
The Method 2/5
Prototyping

Lesson 37
Designing a Game:
The Method 3/5
Fleshing it Out

Lesson 38
Designing a Game:
The Method 4/5
Playtesting

Lesson 39
Designing a Game:
The Method 5/5
Incorporating Feedback

 

Section 3 Part C

Lesson 40
Post Release
Patches
Updatess
Downloadable Content
Longevity

Lesson 41
Community and Player-base

Lesson 42
Basic Programming Concepts
Conclusion
Appendixes
Glossary
Index

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