Game Design Theory Level 3 – Customization and Creative Design Techniques

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Course Dates: Open-ended
Enrollment Dates: Enroll Anytime
Who can Enroll: Anyone
Course Language: English
Guild Leader
Guild Leader
The Guild Leader is the head of the guild and the lead teacher in game design and programming. With over a decade of programming and independent game development experience the Guild Leader has put together several unreleased games and mini-games, animated videos and other projects for fun and for personal education purposes. Over the years ...
Game Design Theory Level 3 - Customization and Creative Design Techniques

About this course

Setting the Stage for Your Game's Action

So far we've gone over the most fundamental decisions about your game: the character, camera and control scheme. Use the three C's to lay the basic foundation for your game design's framework - just by making choices for the three C's you will have already started defining your game and narrowing possibilities. You will continue to narrow choices for every major decision until you have a solid, coherent framework that defines your game well. In this course we'll go over some fun decisions you get to make regarding level design, combat and obstacles / bosses. Designing a game can be daunting, but this course teachers guiding principles that will help you narrow down the options for each piece of your game. In the end following this formula will help you get an idea of what kind of game you really want to make.

  Along the way we'll show you how to properly document your game's design and outline with real world examples and tips from professional game developers. Documentation is essential for keeping track of information, game systems, characters, resources, ideas and concepts. All of this information needs to be organized, categorized and updated regularly for many reasons. An organized Game Design Document (GDD) is key to pitching a game, selling a game, working with teams so they understand your project and basically just a good idea to have so you can organize everything related to your project.

 

Course Overview:

Section 1 - Elements of Visual Design

This section includes an overview of basic visual elements like color, balance and focus that help create the overall artistic "style" of the game.

Section 2 - Game Theory Principles / Strategic Decision Making

Consider how people make decisions in general when deciding what options to make available to players.

Section 3 – Level Design

This section will go over level design techniques that will keep players engaged and focused on the variety of gameplay experiences around them.

Section 4 - Combat

This section gives students insight into techniques for balanced combat and suggests some basic non-violent options to give players a choice.

Section 5 - Enemies, Obstacles and Boss Fights

This section covers the things that actually populate the levels and antagonize the player. Levels require enemies, obstacles and boss fights to provide great gameplay experiences and make the level memorable.

 

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At the end of the course students will have the knowledge necessary to understand the major decisions that need to be made in order to move forward in the design process. Students will also know how to properly document these major decisions along with all the information related to their project in an organized Game Design Document. This course prepares students for Level 4 of the Game Design Theory Curriculum which covers empowering the player, game economies, HUD / GUI, logical game mechanics and flow, troubleshooting / debugging and critical thinking. Upon completion of this third course students earn the title of "Video Game Level Designer" in the Game Development Guild.

 

We would like to give a special thanks to our friends at GG Dev Pro for allowing us to use some of their material in our lessons. 

 

Course Structure

  • Section 1: Elements and Principles of Visual Design
    • Your Game Design Instructor
    • Section 1: Elements and Principles of Visual Design
    • Color
    • Line and Shape
    • Size and Texture
    • Principles of Visual Design
    • Balance and Gradation
    • Harmony and Contrast
    • Unity and Emphasis
    • Proportion
    • Proximity and Repetition
    • Review, Summary and Quiz of Section 1
      • Question 1
      • Question 2
      • Question 3
      • Question 4
      • Question 5
      • Question 6
      • Question 7
      • Question 8
  • Section 2: Game Theory Principles / Strategic Decision Making
    • Section 2: Game Theory Principles / Strategic Decision Making
    • Untitled Page 2
    • Mathematical Models & Optimum / Dominant Strategies
      • Optimum and Dominant Strategies
    • Core Components of Game Theory
    • Game Theory Applied to Video Game Genres
    • Review, Summary and Quiz for Section 2
      • Question 1
      • Question 2
      • Question 3
      • Question 4
      • Question 5
      • Question 6
      • Question 7
      • Question 8
      • Question 9
      • Question 10
  • Section 3: Level Design
    • Section 3: Level Design
    • Top-Down Design / Tiers of Design
    • Maps and Depths of Gameplay
    • Procedural Vs Scripted Gameplay and Intro to Beat Charts
    • Tips for Designing Gameplay Systems and Mechanics
    • Alleys, Islands and How Variety = Fun
    • Tips for Building "Fun" Levels
    • Review, Summary and Quiz for Section 3
      • Level 3 Section 3 Quiz
      • Question 1
      • Question 2
      • Question 3
      • Question 4
      • Question 5
      • Question 6
      • Question 7
      • Question 8
      • Question 9
      • Question 10
      • Question 11
  • Section 4: Combat
    • Section 4: Combat
    • Player Immersion and Signature Weapons
    • Using an Attack Matrix and Looking Cool
    • Tips for Better Combat 1
    • The Three A's: Action, Ammo and Aiming
    • Tips for Combat 2
    • Enable Even When Disabling
    • Keep the Player's Playing!
    • Conflict Without Violence
    • Review, Summary and Quiz for Section 4
      • Question 1
      • Question 2
      • Question 3
      • Question 4
      • Question 5
      • Question 6
      • Question 7
      • Question 8
      • Question 9
      • Question 10
      • Question 11
  • Section 5: Enemies, Obstacles and Bosses
    • Section 5: Enemies, Obstacles and Bosses
    • Complimenting and Contrasting Villains
    • Fighting Enemies is Supposed to be Fun
    • Not Every Obstacle / Enemy has to do Damage to be Effective
    • Large Scale Bosses and Camera Issues
    • Where a Boss Fight Takes Place is Important
    • Invest the Player in the Boss Fight
    • Review, Summary and Quiz for Section 5
      • Question 1
      • Question 2
      • Question 3
      • Question 4
      • Question 5
      • Question 6
      • Question 7
      • Question 8
      • Question 9
      • Question 10
      • Question 11