Video Game Design Theory (8 hours total, 2 hours each):
Framework: Introduction & Storytelling, Game Design Fundamentals, Documentation, Three C’s & Software Overview, Enemy/Boss/Level Design, Mechanics/GUI & Misc, Summary Exam
Game Design Theory Level 3 – Customization and Creative Design Techniques: Elements & Principles of Visual Design, Game Theory (Balanced Design), Enemy / Level Design, Combat, adaptive/progressive difficulty, alley vs. island, pitfalls of design. Overview of software to practice building levels.
Title earned upon completion: “Video Game Level Designer”
Course Outline & Curriculum Format Explanation
Here is the outline for what you will learn in this course. The format for this course will be very similar to what you will experience with the other courses in the curriculum. We will start off by giving a course overview and then dig right in. At the end of the course students will have links to documents that relate to the concepts covered in class and other hints and tips you may need. Quizzes, examples and links to videos will also be available throughout the course pages to give students the best opportunity to fully understand the material. This course is the entire Level 2 of 4 in our Game Design Theory Curriculum. Level 2 is divided into 5 sections. Each section is roughly 5 pages long. Below is an overview of the sections in this course.
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.