Games Designer Course Plan
Introduction Section
- Intro 1 – An Introduction to Game Creation
- Your First Game – A Tutorial
- Space Blaster – A Tutorial
- A Scrolling Shooter Tutorial
- Intro 2 – More Advanced Gaming
- A Maze Game Tutorial
- A Platform Game Tutorial
- Intro 3 – Preparing For Your Own Game Designs
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 Games
- 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 Modelling 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
- Updates
- Downloadable Content
- Longevity
- Lesson 41 – Community and Player-Base
- Lesson 42 – Basic Programming Concepts
- Conclusion
- Appendixes
- Glossary
- Index
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