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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.

Level: Intermediate4 modules · 12 lessons · 7h 21m
game designmdaprototypingplaytestinglevel designgame balancenarrativegdd

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

  1. Module 1

    What Makes Games Work

  2. Module 2

    Paper Prototyping

  3. Module 3

    Systems and Balance

  4. Module 4

    Communicating Design

Where this course leads

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