Introduction to Game Design

Start Date: 07/05/2020

Course Type: Common Course

Course Link:

About Course

Welcome! This course is an introduction to the primary concepts of gaming, and an exploration of how these basic concepts affect the way gamers interact with our games. In this course you will understand what defines a “game” and the mechanics and rules behind different types of games. Through four linked assignments you'll learn ways to create and describe a game concept, and specifically what makes a compelling game. This course focuses on the conceptual underpinnings of games, and all assignments can be completed with a pencil and paper – no previous programming knowledge is required.

Course Syllabus

This week we start at the beginning: what are the principles of very simple games, like Hangman and tic-tac-toe? How do these games work? Why do people play them? What are the elements that define games and the gaming experience? And finally, what do games have in common with each other, and what sets them apart? In addition to covering the basics and ground rules for this course, we'll conclude this week with a very simple, low-tech assignment: create a game on a single sheet of paper.

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Course Introduction

Introduction to Game Design and Implementation In this introductory course, you will have a solid foundation in game design and implementation, and will learn how to apply concepts learned in introductory lectures in a more advanced curriculum. You will be able to design a game from beginning to end, using the elements of game design that are vital for success. You will also be equipped with the tools to do the game right. You will have a clear rationale for every step of the game design process, and will have the tools to execute the design in the most efficient and effective manner. In this course, you will: - Learn the fundamentals of game design - Create the key concepts for the game design process - Apply concepts learned in game design courses - Understand the importance of game design in the implementation of a game - Implement the implementement in the most efficient and effective manner We’ll come to more advanced topics in detail in subsequent courses, but for now, learners interested in game design and implementation should be familiar with the basic concepts covered in this introductory course.Introduction Game Design Process Game Implementation Process, Part 1 Game Implementation Process, Part 2 Introduction to Global Health This course introduces a number of key issues related to global health, including the interconnection between economic development and health

Course Tag

Video Game Development Gameplay Video Game Design Game Design

Related Wiki Topic

Article Example
Joseph Saulter Saulter was featured in the October 2006 issue of "Ebony" magazine as "Who's Who in the Technology Boom". He is also the author of the book "Introduction to Game Design and Development" published by McGraw-Hill.
Pixelles Volunteer led workshops are about 2 hours long with a maximum of 20 participants. They are usually hosted on the 2nd last Thursday or Tuesday evening of the month. Previous workshops covered topics such as working with Twine; an introduction to game design, 3D sculpting with ZBrush, 3ds max animation, programming with C#; and making a dating sim.
Game design Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for entertainment or for educational, exercise, or experimental purposes. Game design can be applied both to games and, increasingly, to other interactions, particularly virtual ones (see gamification).
Game design A game prototype is a draft version of a game used for testing. Typically, creating a prototype marks the shift from game design to game development and testing.
Game design Video game design is a process that takes place in the pre-production phase of video game development. In the video game industry, game design describes the creation of the content and rules of a video game. The goal of this process for the game designer is to provide players with the opportunity to make meaningful decisions in relation to playing the game. Elements of video game design such as the establishment of fundamental gameplay rules provide a framework within which players will operate, while the addition of narrative structures provide players with a reason to care about playing the game. To establish the rules and narrative, an internally consistent game world is created, requiring visual, audio, and programming development for world, character, and level design. The amount of work that is required to accomplish this often demands the use of a design team which may be divided into smaller game design disciplines. In order to maintain internal consistency between the teams, a specialized software design document known as a "game design document" (and sometimes an even broader scope "game bible" document) provides overall contextual guidance on ambient mood, appropriate tone, and other less tangible aspects of the game world.
Game design Board game design is the development of rules and presentational aspects of a board game. When a player takes part in a game, it is the player's self-subjection to the rules that creates a sense of purpose for the duration of the game. Maintaining the players' interest throughout the gameplay experience is the goal of board game design. To achieve this, board game designers emphasize different aspects such as social interaction, strategy, and competition, and target players of differing needs by providing for short versus long-play, and luck versus skill. Beyond this, board game design reflects the culture in which the board game is produced.
Game design Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign.
Game design Game design creates goals, rules, and challenges to define a sport, tabletop game, casino game, video game, role-playing game, or simulation that produces desirable interactions among its participants and, possibly, spectators.
Game design A game concept may be "pitched" to a game publisher in a similar manner as film ideas are pitched to potential film producers. Alternatively, game publishers holding a game license to intellectual property in other media may solicit game concepts from several designers before picking one to design a game, typically paying the designer in advance against future royalties.
Game design A game developer is the person who fleshes out the details of a game's design, oversees its testing, and revises the game in response to player feedback.
Game design document A game design document may be made of text, images, diagrams, concept art, or any applicable media to better illustrate design decisions. Some design documents may include functional prototypes or a chosen game engine for some sections of the game.
Game design Game design is part of a game's development from concept to its final form. Typically, the development process is an iterative process, with repeated phases of testing and revision. During revision, additional design or re-design may be needed.
Game design An important aspect of video game design is human-computer interaction and game feel.
Game design The design of role-playing games requires the establishment of setting, characters, and basic gameplay rules or mechanics. After a role-playing game is produced, additional design elements are often devised by the players themselves. In many instances, for example, character creation is left to the players. Likewise, the progression of a role-playing game is determined in large part by the gamemaster whose individual campaign design may be directed by one of several role-playing game theories.
Game design How players play their cards, revealing information and interacting with previous plays as they do so, is central to card game design. In partnership card games, such as Bridge, rules limiting communication between players on the same team become an important part of the game design. This idea of limited communication has been extended to cooperative card games, such as Hanabi.
Game design Unlike the majority of other games which are designed primarily in the interest of the player, one of the central aims of casino game design is to optimize the house advantage and maximize revenue from gamblers. Successful casino game design works to provide entertainment for the player and revenue for the gambling house.
Game design Recent developments in modern board game design can be traced to the 1980s in Germany, and have led to increased popularity of "German-style board games" (also known as "Eurogames" or "designer games"). The design emphasis of these board games is to give players meaningful choices. This is manifested by eliminating elements like randomness and luck to be replaced by skill, strategy, and resource competition, by removing the potential for players to fall irreversibly behind in the early stages of a game, and by reducing the number of rules and possible player options to produce what Alan R. Moon has described as "elegant game design". The concept of elegant game design has been identified by "The Boston Globe"'s Leon Neyfakh as related to Mihaly Csikszentmihalyi's concept of "flow" from his 1990 book, "Flow: The Psychology of Optimal Experience".
Game design Different types of games pose different game design issues.
Game design Traditional board games date from the nineteenth and early twentieth century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by Victorian mores. Academic (e.g. history and geography) and moral didacticism were important design features for traditional games, and Puritan associations between dice and the Devil meant that early American game designers eschewed their use in board games entirely. Even traditional games that did use dice, like "Monopoly" (based on the 1906 "The Landlord's Game"), were rooted in educational efforts to explain political concepts to the masses. By the 1930s and 1940s, board game design began to emphasize amusement over education, and characters from comic strips, radio programmes, and (in the 1950s) television shows began to be featured in board game adaptations.
Video game design The typical "textbook" approach is to start with a concept or a previously completed game and from there create a game design document. This document is intended to map out the complete game design and acts as a central resource for the development team. This document should ideally be updated as the game evolves throughout the production process.