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.
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.
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.