Game Design Theory Curriculum

Course Structure and Vital Information

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Game Design Theory Courses are accessible on the Guild website and students have unlimited access to the materials at any time learn at their own pace. Each course contains about 25-30 pages worth of content. There are 4 progressive levels in the Game Design Theory Curriculum and each level is completed in one course. Each course costs $9.99 to access at regular price and includes vibrant images, links to example content and game design documents that enhance the learning experience. There are quizzes and thought exercises for students in various sections throughout each course to keep the minds of students thinking creatively. Click on the links below to get an overview of each course. These courses are specifically designed to teach users about the process of designing a game and not actually programming the game itself. We have separate courses and live events related to game programming. Our Game Design Theory courses compliment and “complete” our Applied Video Game Programming Curriculum.

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4 x $9.99 NOW 4 x $4.99 = $19.99 total!

 Level 1 – Introduction to Game Design Fundamentals  $9.99 NOW $4.99 for new members!

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Game Design Definition, Genres and Roles. Fundamental Principles of Game Design. Storytelling and Concept Creation.

In this course students are introduced to the basics of game design theory with a focus on solid fundamental principles and techniques that game developers use in the real world to start a new design from scratch. We give students an overview of the common roles in the video game industry and what the game design process consists of. Students also get real-world tips on how to create fun and unique concepts and get examples of common genres they can explore for their next masterpiece.

Level 2 – Organized Development and The Three C’s   $9.99 NOW $4.99!

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Game Documentation. Principles of Visual Design. The Three C’s: Character, Camera, Controls. Overview of common industry terms and development tools.

The Three C’s: Character, Camera, Controls are all big design decisions and affect how you design many other game elements once the choice is made. These are the big design choices that you can’t really go back from because they influence core parts of the gameplay experience. Changing your mind about these can be very difficult once you get started.  We’ll show you how to go about making these decisions in an organized way with a full range of options.

Level 3 – Creative Combat and Level Design Techniques  $9.99 NOW $4.99!

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Enemy / Level Design. Combat. Adaptive/Progressive Difficulty. Pitfalls of Design. Overview of software to practice building levels.

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.

Level 4 – Advanced Game Mechanics and Creating a GUI / HUD  $9.99 NOW $4.99!

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  Empowering players. Game Economies. HUD / GUI. Logical Mechanics and Flow. Creating Useful Systems / Agile Programming. Troubleshooting.

Now it’s time to start filling in the details and the gaps in your game’s design and it’s Game Design Document. You need to be aware of how mechanics affect your game’s design fundamentally. Mechanics can lock you in to the way the game must look – due to animating various effects or sprites to achieve a mechanic, or the way the game “feels” to the player – if the mechanic is too powerful it dulls the game and if it’s not powerful enough it’s pointless and frustrating. There are lots of factors you need to consider when designing the game, and the actual mechanics ironically should be one of the last things because these will be the only thing changed significantly over the course of development.

Once we’ve went over the last topics related to mechanics, we’ll talk about the system of rewards and progression in your game as well as the economy. The player upgrades in the game are usually accompanied by an increase in spending money and also a variety of things to buy. There are guidelines that will help you develop a solid economic system that behaves the way you intend it to. We’ll discuss how to keep players interested and tips for introducing new abilities and making them fun to use. We’ll also discuss special power-ups and abilities that you may choose to give characters and some tips for managing and balancing these perks.


If you’re wondering what our Game Design Theory Online Courses look like and why they were our most popular reward on Kickstarter.com – here’s some images to show how they look:

Course Structure: Level – Section – Page – Topics

This is a "game history" page From Section 1 of Level 1
The picture above shows a “game history” page From Section 1 of Level 1.
A quiz from Section 1.
Each section ends with a quiz. Shown above is a quiz from Section 1.
Each Course is Broken Down Into Sections
Pictured Above: Each Course ( Level ) is Broken Down Into Sections.