Game Design Fundamentals
Analyse why games work, build and playtest paper prototypes, balance systems and levels, and communicate a design with a one-page GDD and a pitch.
Leads to: Video Game Designer
Before you start
This course builds on Visual Design Fundamentals. Take it first if you are new to the topic.
About this course
This course teaches the craft behind games before any engine is involved. The first module gives you a vocabulary for analysing games: the MDA framework (mechanics, dynamics, aesthetics), core loops and goals, and what motivates different players. The second module is hands-on paper prototyping: you build a playable prototype from paper and dice, write rules a stranger can follow, and run a playtest that produces useful notes instead of polite compliments. The third module covers systems and content: tuning a small resource economy in code, designing a level with a deliberate difficulty curve, and writing a one-page narrative brief. The last module is about communicating design: a one-page game design document, an honest map of studio roles and entry routes into the games industry, and a two-minute pitch. Every activity can be done at home with paper, a pen, a few dice and a browser. Game design has no licence; studios hire on a portfolio of prototypes and finished small games, and many designers also hold a game design or computer science degree.
Course content
Module 1
What Makes Games Work
3 lessons · 1h 11mAnalyse games with the MDA framework, map core loops and goals, and design for what different players want.
- 20mMechanics, dynamics, aestheticsReading
Use the MDA framework to explain how a game's rules turn into the experience players feel.
- 39mCore loops and goalsReading
Map a game's core loop and the short, medium and long-term goals that keep players playing.
- 12mPlayer motivationReading
Design for different player motivations using Bartle's types, self-determination theory and player research.
Module 2
Paper Prototyping
3 lessons · 2h 21mBuild a playable paper prototype, write rules others can play from, and run a playtest that produces useful notes.
- 41mPaper prototypesReading
Build a playable paper prototype that tests one core question about a game idea in an afternoon.
- 50mWriting rulesReading
Write rules that a stranger can learn and play from without you in the room.
- 50mPlaytestingReading
Run a playtest with clear goals, observe without leading, and turn notes into prioritised changes.
Module 3
Systems and Balance
3 lessons · 2h 3mTune a resource economy, design a level with a difficulty curve, and write a one-page narrative brief.
- 34mBalance and economiesReading
Model a game's resource economy with sources and sinks, and tune it with a small simulation.
- 44mLevel designReading
Design a level that teaches a mechanic and raises difficulty along a deliberate curve.
- 45mNarrative and worldbuildingReading
Write a one-page narrative brief that ties story, world and mechanics together.
Module 4
Communicating Design
3 lessons · 1h 46mWrite a one-page game design document, map studio roles and entry routes, and pitch a concept in two minutes.
- 50mGame design documentsReading
Write a one-page game design document that a small team could build from.
- 12mThe games industryReading
Map the main studio roles, how teams are structured, and realistic entry routes into game design.
- 44mPitching a gameReading
Pitch a game concept clearly in two minutes, with a hook, a core loop and a reason to believe.