Learning Game Design: Part 2
Learning Game Design: Part 2, available at $29.99, has an average rating of 3.5, with 88 lectures, 3 quizzes, based on 5 reviews, and has 49 subscribers.
You will learn about Improve your success playing multi-sided conflict games Understand how negotiation works (it may not be what you think) Learn a process and structure for designing games Learn what makes a game "Good" – not quite what you think Learn the vital importance of repeated playtesting and modification, the "heart" of game design Create and COMPLETE a game through the two courses. This is likely to take a long time, likely much longer than it takes to go through the course lectures And much more . . . This course is ideal for individuals who are Anyone who wants help in designing games, professionally or as a hobby It is particularly useful for Anyone who wants help in designing games, professionally or as a hobby.
Enroll now: Learning Game Design: Part 2
Summary
Title: Learning Game Design: Part 2
Price: $29.99
Average Rating: 3.5
Number of Lectures: 88
Number of Quizzes: 3
Number of Published Lectures: 88
Number of Published Quizzes: 3
Number of Curriculum Items: 91
Number of Published Curriculum Objects: 91
Original Price: $29.99
Quality Status: approved
Status: Live
What You Will Learn
- Improve your success playing multi-sided conflict games
- Understand how negotiation works (it may not be what you think)
- Learn a process and structure for designing games
- Learn what makes a game "Good" – not quite what you think
- Learn the vital importance of repeated playtesting and modification, the "heart" of game design
- Create and COMPLETE a game through the two courses. This is likely to take a long time, likely much longer than it takes to go through the course lectures
- And much more . . .
Who Should Attend
- Anyone who wants help in designing games, professionally or as a hobby
Target Audiences
- Anyone who wants help in designing games, professionally or as a hobby
[Note: This course exists because my original course “Learning Game
Design: as a job or a hobby” more than doubled in size over time,
becoming much too large for Udemy’s new structure. That massive course
is no longer available, instead there is “Learning Game Design” parts 1
and 2. As with that original course, this one is not subject to massive
discounts, which only serve to offend those who paid full or near-full
price.]
This pair of “Learning Game Design” courses (this is Part 2) is designed for people who want to design
games – video or tabletop – but lack information about what is really
involved and how to go about it. It’s not rocket science, but
commercial design is a JOB – one that cannot be done by rote, there is
no “Easy Button”. I’m not here to encourage you, or entice you, or entertain you,
I’m here to inform you. I assume you have the motivation to learn how
to design games, you just need to know how. And that means you need to
do it from start to finish, to complete games rather than merely start
them.
We’ll discuss the
process of game design, the possible structures in games, the best way
to start learning game design, what makes a game good (there’s a great
variety of opinion about this), ways to provide a framework for your
design efforts, ways to keep records of your work, software to help you
learn. Many aspiring game designers have crippling misconceptions (such
as the notion that it’s all about a great idea, or that everyone likes
the same games they do), and I’ll try to clear those out of
your way.
This is not a “comprehensive” series because there’s no such thing. It is a pair of courses about
learning game design. Learning is a process that goes on throughout a game
designer’s career, and it starts here.
This class will never be offered for free or at very deep discounts.
That is disrespectful to me and to the students who pay full price or
near it.
Keep in mind, this course is not about game development, that is, not
about programming, art, sound, and so forth. It is only about game
design.Most so-called “game design” courses are actually about game
development, with just a little game design involved.
Following are comments from people who took the original course “Learning Game Design: as a job or a hobby”:
Great course! Good for the starter like myself 🙂
Currently I follow this course (at 75% so far) and its a great
course for beginner game designers like myself. The course is not a 1
click button and after your a game designer no (please send message if
you found that course btw) but it gives a good frame work, hand outs,
ideas and background about both video games and tabletop games.
So if you wanted to start with game design this is a great first step.
The teacher is clear and good to follow ( I am a student from The
Netherlands and got no problem following this course). Also the course
got some assignment I strongly recommend doing them I finaly found out
why I Hate Monopoly 🙂
Cheers all hope this was usefull,
Jimmy
==
Mark Frazier
President
Designs In Creative Entertainment, LLC.
An ideal introduction to game design
Dr. Pulsipher distills the critical elements of designing games into
manageable chunks. This is an ideal course to take if you are
interested in designing games, regardless of whether you intend to
pursue it as a career or not.
Much of the
material covers the specifics of the process of game design, but there
is alot of prime advice to be had in the lectures on creating the right
conditions for quality feedback and on understanding the realities of
the publishing business.
A must-have certification if you’re serious about designing, and I’d say, even publishing games!
==
Pull Back the Curtain on the Game Design Process
I know that in the past there’s only been a couple of times that I
managed to blunder into some sort of prototype, but I had no clue as to
what I was doing that was different than usual. Well… the material in
this course nails down precisely what to do to get over that initial
hump. It can save you from countless false starts and dumb ideas. And
unlike other commentary on the design process, Dr. Pulsipher provides a
whole menu of things that you can do in each phase of development.
This material reveals more of the dials and knobs of gaming than I
even knew existed. And being aware of these things was enough to shift
me from having an occasional promising idea to having more ideas than I
know what to do with. Even just playing new games now, I cannot help but
see “behind the curtain” and into the dilemmas the designers were
facing. If you care about game design and actually do the work that this
course entails, you are in for a profoundly illuminating experience.
Course Curriculum
Chapter 1: Introduction
Lecture 1: What you'll discover
Lecture 2: Introducing the teacher
Lecture 3: Interaction
Lecture 4: Assessment
Lecture 5: Course Length – Depends on How Long Your Game Takes
Lecture 6: Supplemental Books and other material
Chapter 2: What Makes a Game "Good"?
Lecture 1: Stratego: Good and Bad
Lecture 2: What is the Player Going to DO?
Lecture 3: The Evolution of Games Part 1
Lecture 4: The Evolution of Games Part 2
Lecture 5: The Target Audience
Lecture 6: Kinds of Fun
Lecture 7: Varying Aims of Designers – not Just "Fun"
Lecture 8: The Role of Story
Lecture 9: Theme and Atmosphere
Lecture 10: Pacing
Lecture 11: World Building and "Realism"
Lecture 12: Evaluating Game Qualities
Lecture 13: Symmetry and Asymmetry
Lecture 14: 21st Century Game Characteristics
Lecture 15: All I needed to know about game design I learned from Dungeons & Dragons, Part 1
Lecture 16: All I needed to know about game design I learned from Dungeons & Dragons, Part 2
Lecture 17: Harmony and the Kludge, Part 1
Lecture 18: Harmony and the Kludge, Part 2
Lecture 19: Game Design versus Player Experience, Part 1
Lecture 20: Game Design versus Player Experience, Part 2
Lecture 21: Why do so many gamers want their games to be stories?
Lecture 22: Flexibility in Games
Lecture 23: Risk Exercise
Lecture 24: Where are you with your game design assigned in Part 1 (2)
Chapter 3: Making a Playable Prototype
Lecture 1: Making a Paper Prototype
Lecture 2: Making a Software Prototype
Lecture 3: Some examples of prototype construction
Lecture 4: Video capture of video game prototype
Lecture 5: Continuation of video capture of video game prototype
Lecture 6: Characteristics of Boards
Lecture 7: Example of a mapping program – Campaign Cartographer
Lecture 8: My take on the problems with Risk
Lecture 9: Game Interfaces
Lecture 10: Feedback to the Player
Lecture 11: An example of interface improvement in a tabletop prototype
Lecture 12: Some Risk exercise "solutions"
Lecture 13: Are you ready to make your prototype?
Chapter 4: Playtesting: the Heart of Game Design
Lecture 1: What Playtesting is NOT!
Lecture 2: The Process of Playtesting and Modification
Lecture 3: Stages of Playtesting
Lecture 4: Have you playtested your prototype solo?
Lecture 5: What to Watch for in a Playtest Session – Part 1
Lecture 6: What to Watch for in a Playtest Session – Part 2
Lecture 7: Kinds of Playtesters
Lecture 8: What to do with the Feedback
Lecture 9: Emergent behavior and Playtesting
Lecture 10: Game Balance
Lecture 11: The Progressive Stages of Playtesting
Chapter 5: Other considerations
Lecture 1: How are Level Design and Game Design Related?
Lecture 2: Marketing, Licensing. Agents, Consultants, Funding, Publishing
Lecture 3: Marketing Yourself
Lecture 4: Hits, Virality, and "fan" Toxicity in video games
Lecture 5: Free-to-play Games
Lecture 6: Six different goals for commercial games
Lecture 7: "Discoverability"
Lecture 8: Fallacies You Won't Want to Fall Into
Lecture 9: Legislating against behavior as opposed to changing the gameplay
Lecture 10: Research for Games
Lecture 11: Game Design (and Marketing) style of CollectibleCardGames/TCG/LCG, part 1
Lecture 12: Game Design (and Marketing) style of CollectibleCardGames/TCG/LCG, part 2
Lecture 13: Co-operative Games
Lecture 14: Six reasons why wargame popularity has plummeted
Lecture 15: Natural formats for games: examples
Lecture 16: Dice, Probability, and Superstition
Lecture 17: Dice: When to Use Them, When Not To
Lecture 18: Designers have a responsibility to limit how players can cheat
Chapter 6: Conclusion
Lecture 1: My "upgrades" to Stratego
Lecture 2: Organized Practice
Lecture 3: Your Game Design Portfolio
Lecture 4: Coping with Destructive Criticism
Lecture 5: One page "what's important in game design"
Lecture 6: Maxims of Game Design
Lecture 7: Where are you with your game design (3)
Lecture 8: Good once, good thrice, always good: what kind of game do you want to make?
Lecture 9: Quick "How to Play Britannia" (designer helping potential players)
Lecture 10: Conclusion
Chapter 7: Section containing miscellaneous material, formerly call Bonus Materials
Lecture 1: Why I wrote my book Game Design
Lecture 2: What makes my "Game Design" book unusual or unique
Lecture 3: World Boardgaming Championships Annual Game Design talk 2013. part 1
Lecture 4: World Boardgaming Championships Annual Game Design talk 2013, part 2
Lecture 5: Origins Game Fair 2008: Breaking into the Tabletop Game Industry
Chapter 8: Final Section
Lecture 1: "Bonus" Lecture about my other courses, published games, RPG column
Instructors
-
Lewis Pulsipher
Commercially Published Game Designer, College Teacher
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 2 votes
- 3 stars: 0 votes
- 4 stars: 2 votes
- 5 stars: 1 votes
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