Game Design Essentials: Tools, Theories and Techniques
Game Design Essentials: Tools, Theories and Techniques, available at $79.99, has an average rating of 4.34, with 81 lectures, 7 quizzes, based on 262 reviews, and has 2682 subscribers.
You will learn about Learn to design games understanding all their constitutive parts and how they connect with each other Learn to play games like a game designer (Analytical play) Understand Systems Thinking to understand our world and existing games to transfer those experiences into your own games Use the Design Thinking method to improve your design process Use psychology to understand your players and create more directed experiences Create spreadsheet simulations to balance your games Use GDD and pitching to communicate with your team and different stakeholders This course is ideal for individuals who are Any person who wants to understand how to create engaging and meaningful experiences or Beginner game designers who wants to acquire more specific, hands-on knowledge and experience or People related to game developent who wants to transition to a game designer role It is particularly useful for Any person who wants to understand how to create engaging and meaningful experiences or Beginner game designers who wants to acquire more specific, hands-on knowledge and experience or People related to game developent who wants to transition to a game designer role.
Enroll now: Game Design Essentials: Tools, Theories and Techniques
Summary
Title: Game Design Essentials: Tools, Theories and Techniques
Price: $79.99
Average Rating: 4.34
Number of Lectures: 81
Number of Quizzes: 7
Number of Published Lectures: 81
Number of Published Quizzes: 6
Number of Curriculum Items: 88
Number of Published Curriculum Objects: 87
Original Price: £54.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn to design games understanding all their constitutive parts and how they connect with each other
- Learn to play games like a game designer (Analytical play)
- Understand Systems Thinking to understand our world and existing games to transfer those experiences into your own games
- Use the Design Thinking method to improve your design process
- Use psychology to understand your players and create more directed experiences
- Create spreadsheet simulations to balance your games
- Use GDD and pitching to communicate with your team and different stakeholders
Who Should Attend
- Any person who wants to understand how to create engaging and meaningful experiences
- Beginner game designers who wants to acquire more specific, hands-on knowledge and experience
- People related to game developent who wants to transition to a game designer role
Target Audiences
- Any person who wants to understand how to create engaging and meaningful experiences
- Beginner game designers who wants to acquire more specific, hands-on knowledge and experience
- People related to game developent who wants to transition to a game designer role
This course offers a comprehensive framework to understand and practice game design.
At the end of this course, you will have the tools and thinking process to understand why some games are fun and keep players playing for a long time, while others fail.
WHAT YOU WILL LEARN…
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Understand the role of the game designer and other roles in game development
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How to keep improving as a game designer and what skills you need
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What are game parts, mechanics and dynamics and understand the language of games
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Harness the power of Design Thinking to better Empathize, Ideate and Prototype your games.
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Use Psychology to understand your players and how they perceive your game
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What is a GDD
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What is a game pitch
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How to communicate your game idea to your team
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How math and probability work in board and video games
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Create game models using Google Spreadsheets to test your game early
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Use random, procedural generation and systems thinking to create systemic gameplay to design games that are interesting to play and watch.
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Analyze real and game systems to create meaningful games by relating players to their surroundings and experiences
HOW WILL YOU PRACTICE WHAT YOU HAVE LEARNED
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You will create a card game from a humble beginning all the way to a unique and engaging game.
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Each activity is designed to practice what you have just learned.
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The card game will be uniquely modified by you, so you can keep working on it even after the course ends.
What is NOT included in this course…
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Programming languages
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Art asset creation
Course Curriculum
Chapter 1: Section 1: Setting Up for Success
Lecture 1: Welcome!
Lecture 2: About the Instructor and Game Design Thinking
Lecture 3: Companion Website
Lecture 4: 0.1 & 0.2 Tiny Pixel Fights Instructions and Materials
Chapter 2: Game Design Basics
Lecture 1: Identifying the Elements of Asteroids
Lecture 2: 1.1. Asteroid Elements
Lecture 3: What is a Game and What is Design
Lecture 4: The Role of the Game Designer
Lecture 5: Other Roles in Game Development
Lecture 6: Game Design Specialisations
Lecture 7: 1.2. What is the role for you?
Lecture 8: Games' Unique Feature
Lecture 9: Game Mechanics
Lecture 10: MDA and other Game Design Frameworks
Lecture 11: 1.3.1. & 1.3.2. List and Add Mechanics to Tiny Pixel Fights!
Lecture 12: How to keep Improving as a Game Designer?
Lecture 13: What Skills do you need to be a Game Designer?
Lecture 14: Game Design Basics – References
Lecture 15: Game Design Basics – Graphics & Slides
Lecture 16: Congratulations on Completing Section 2!
Chapter 3: The Game Design Thinking Process
Lecture 1: The Game Design Thinking Process
Lecture 2: Game Concept: Maslow's Hierarchy of Needs
Lecture 3: Game Concept: The Beginner's Mindset
Lecture 4: Game Pillars: Game Pillar Document
Lecture 5: Ideate: Ideation Techniques
Lecture 6: 2.1. Using the SCAMPER technique on your favourite game
Lecture 7: Define: The Three Brains (YouTube)
Lecture 8: Define: The 5 Phases of Players’ Decision-Making
Lecture 9: Define: Automatic vs. Rational Decision-making
Lecture 10: Define: Interactive Loops for Decision-making
Lecture 11: Define: Bad Decision-Making
Lecture 12: Define: Interesting Decisions
Lecture 13: Define: Self-Determination Theory
Lecture 14: 2.2. Brainstorming new mechanics
Lecture 15: Prototyping and Playtesting: Three Hats For Analysing Games
Lecture 16: Prototyping and Playtesting: Csikszentmihalyi's Flow Theory
Lecture 17: 2.3. Playtest your new mechanics!
Lecture 18: The Game Design Thinking Process — Graphics & Slides
Lecture 19: The Game Design Thinking Process — References
Lecture 20: Congratulations on Finishing Section 3
Lecture 21: Can you leave us a review?
Chapter 4: Communicating your Game
Lecture 1: What is a GDD?
Lecture 2: Creating Compelling Documents
Lecture 3: What content should a GDD have
Lecture 4: GDD Content Checklist
Lecture 5: Concept GDD: Part 1
Lecture 6: Concept GDD: Part 2
Lecture 7: 3.1. Write a Concept GDD
Lecture 8: Use presentations as a lethal weapon!
Lecture 9: Pitching Your Game
Lecture 10: Talk — 30 things I hate about your game pitch
Lecture 11: 3.2. Create a 3-minute presentation!
Lecture 12: Communicating Your Game – References
Lecture 13: Congratulations!
Chapter 5: Math & Probability
Lecture 1: Math & Probability in Games
Lecture 2: Dependent and Independent Probability
Lecture 3: Communicating Probabilities
Lecture 4: Spreadsheets Basics
Lecture 5: Using Spreadsheets for Modelling
Lecture 6: 4.1., 4.2. Balancing Tiny Pixel Fights
Lecture 7: Handmade, Random and Procedural Elements
Lecture 8: Playtesting Your Balance!
Lecture 9: Math & Probability – References
Lecture 10: Math & Probability – Slides
Chapter 6: Introduction to Game System Design
Lecture 1: Introduction to Systems Thinking
Lecture 2: Systemic Game Design
Lecture 3: Deep vs. Wide Systems
Lecture 4: Systems Elements
Lecture 5: System Design Diagram Starter Pack
Lecture 6: Feedback Loops
Lecture 7: Dealing with Complex Systems
Lecture 8: 5.1.1. & 5.1.2. Find and Create some Feedback loops
Lecture 9: 5.2. What other systems can you add?
Lecture 10: Introduction to Game Systems Design – References
Lecture 11: Introduction to Game Systems Design – Slides
Chapter 7: Farewell
Lecture 1: Congratulations!
Lecture 2: Course survey
Lecture 3: 6.1. Moving the Game Forward
Lecture 4: 6.2. Sharing Your Companion Website
Lecture 5: Acknowledgements and Attribution
Lecture 6: Bonus Lecture
Instructors
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Gabriel Chauri
Game Designer -
Game Design Thinking
Academy
Rating Distribution
- 1 stars: 3 votes
- 2 stars: 12 votes
- 3 stars: 34 votes
- 4 stars: 78 votes
- 5 stars: 135 votes
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