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
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






