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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