First Semester Game Design
Week 1-2 Introduction Game theory
Week 3-4 Board Game Design/Rules
Week 5-6 Story Telling/software
Week 7-8 Story Boarding/ Creative Writing
Week 9-10 Character Design/software
Week 11-12 Studio/Props/Fabric/Gesture
Week 13-14 Movement Setting/software
Week 15-16 Textures/Resources/Sprites
Week 17-18 World Building/software
Basic Programming / wysiwyg software for game design
Week 19-20 Portfolio Design
Second Semester Game Design
Week 1-2 Introduction Advanced Game theory
Week 3-4 Game psychiatry/Demographics
Week 5-6 Software build short 1 level game
Basic Programming / wysiwyg software for game design
Week 7-8 Research/History/Trends
Week 9-10 Software build short 3 level game
Week 11-12 Software build short 3 level game
Week 13-14 Play testing and evaluation
Week 15-16 Careers/Promotions/DLC
Week 17-18 Final Packaging and post production
Week 19-20 Portfolio Design/website
What is taught in game design?
The learning is taken forward to a more complex level as the course advances. It includes subjects like 3D Game Design, Character Designing, Game Design Documents, Sound Design, Hand-Held Devices, Particles & Effects, Rigging & Animation for Games, Game Interface Designing, Sound for Games, FX For Games.
Standards 1 - 2 Role of the Game Designer – Player-Centric Game Design D 1.3, 2.7, 2.8 Game Designer skills, Famous non-digital Game Designers AS 1.0, 2.0, 3.0, 4.0, 5.0, 7.0, 9.0, 10.0, 11.0 3 - 5 Iterative Design Process D 1.8, 2.2, 2.3, 2.4, 3.1 Brainstorming, Concept, Prototype, Documentation, AS 1.0, 2.0, 4.0, 5.0, 7.0, 8.0, 9.0 Playtesting, Production, QA 6 - 8 Structure of Games D 1.3, 1.4, 4.1, 4.2, 4.3, 4.4 Players, Objectives, Procedures, Resources, Conflict vs Cooperation, Goals AS 1.0, 2.0, 4.0, 5.0, 9.0 9 - 12 Game Design Principles and Methodologies D 1.4, 2.1, 2.6, 4.5, 4.7 Formal Elements of Games, Core Mechanics and Dynamics, AS 1.0, 2.0, 4.0, 5.0, 7.0, 8.0, 9.0 Rules, Gameplay, Game Balancing, Flow and Player Psychology, MDA Framework, Iterative Process, Rapid Prototyping Techniques 13 - 15 Project Life Cycles and Documentation D 2.3, 2.4, 2.5, 3.2 High Concept Document, Pitch Document, AS 1.0, 2.0, 4.0, 5.0, 7.0, 9.0 Game Treatment Document, Game Design Document 16 - 18 Non-digital Game Creation D 3.3, 3.4 Prototyping, Playtesting, Completing Original non-digital Game AS 1.0, 2.0, 4.0, 5.0, 7.0, 9.0 19 Unity Certification Introduction D 1.8, 1.9, 2.2, 2.5 Certification, Economics of Game Development, AS 1.0, 2.0, 5.0, 7.0, 8.0, 9.0 Intro to Game Production 20 - 21 Unity Certification D 2.1, 2.5, 2.9, 4.5, 6.4 Unity Interface, Game Objects & Assets, Managing Projects & Assets, AS 1.0, 2.0, 4.0, 5.0, 9.0 Preparing Assets for Implementation 22 - 23 Unity Certification Introduction D 2.1, 2.5, 4.5, 5.1, 5.2, 6.5, 7.1, 7.6 Animating Game Objects in the Unity Editor, AS 1.0, 2.0, 4.0, 5.0, 9.0 Bringing Animations into the Game 24 - 26 Unity Certification Introduction D 2.1, 2.5, 4.5, 6.5, 7.3, 7.6 Scripting in Game Development, Implementing Navigation & Pathfinding AS 1.0, 2.0, 4.0, 5.0, 9.0 27 - 30 Unity Certification Introduction D 2.1, 2.5, 4.4, 4.5, 5.1, 7.1, 8.1 Building the Player & Allies, Building Enemies, AS 1.0, 2.0, 4.0, 5.0, 9.0 Creating Particle Systems, Adding Audio to Game Levels 31 - 34 Unity Certification Introduction D 2.1, 2.5, 6.4, 7.1 Building the Camera and Player Selection System, AS 1.0, 2.0, 4.0, 5.0, 9.0 Designing User Interfaces for Games 35 - 36 Unity Certification Introduction D 2.1, 2.5, 3.4, 7.1 Building and Deploying the Game, AS 1.0, 2.0, 4.0, 5.0, 9.0, 10.0, 11.0 Preparing for Mobile Deployment *Timeline is an estimate. Other topics may be included
COURSE OUTLINE (IT Sector & AME Sector) Week(s): Topic & Anchor Standards 1 - 2 Basic Art & Color Theory G(AME) 4.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Elements of Art, Principles of Design, Primary, Secondary, AS 1.0, 2.0, 4.0 Monochromatic, Greyscale, Warm, Cool, Hue, Tint, Shade, Analogous 3 - 4 Digital Drawing Core Concepts G(AME) 4.0, 8.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Navigation & Interface, Tool bars/customization, AS 1.0, 2.0, 4.0, 5.0, 6.0, 7.0, Layers, Selection, Hand Painting, Texture Manipulation, Brushes & Pallets 8.0, 9.0, 10.0, 11.0 5 - 6 Composition G(AME) 4.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Elements: Line, Shape, Form (Light/Dark), Color, Texture, AS 1.0, 2.0, 4.0, 5.0, 7.0, 8.0, 9.0, 10.0, 11.0 Space (Positive/Negative), Balance, Continuity, Rhythm, Proportion (Golden Ratio, Rule of Thirds) 7 - 8 Selection Concepts G(AME) 4.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Quick Selection Sets, Selection Conversion-paths and masks, AS 1.0, 2.0, 4.0, 5.0, 6.0, Editing a Mask – saving, conversion 7.0, 8.0, 9.0, 10.0, 11.0 9 - 11 Pen Tool G(AME) 4.0, 8.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Techniques, Bezier Handles & Types, AS 1.0, 2.0, 4.0, 5.0, 6.0, 7.0 Converting Anchor Points, Paths, Path Layers 8.0, 9.0, 10.0, 11.0 12 - 14 Careers & Leadership G(AME) 2.0, 4.0, 9.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Resumes, Skills, Certifications, Industry Standards, AS 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, CTSO Opportunities & Competitions 7.0, 8.0, 9.0, 10.0, 11.0 15 - 17 Tools G(AME) 4.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Navigation, Tablet Drawing, Importing and Transforming AS 1.0, 2.0, 4.0, 5.0, 6.0, 7.0, Images, Image – Size, Resolution, Color Modes 8.0, 9.0, 10.0, 11.0 18 - 22 Tools G(AME) 4.0, 7.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Painting Texture Layers – Filters & Brushes AS 1.0, 2.0, 4.0, 5.0, 6.0, 7.0, Editing Texture Pages – Transforms, Free Transform, Rotating, 8.0, 9.0, 10.0, 11.0 Scale, Skew Perspective, Short Cuts, Fill Options for Texture Styles: Basic Fills, Pattern Fills, Content Aware, Opacity & Flow Options, Text and Customization 23 - 28 Layers G(AME) 4.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Layer Palette, Styles, Flattening, Layers Styles for Mapping AS 1.0, 2.0, 4.0, 5.0, 6.0, 7.0, Techniques, Blending Modes, Adjustment Layers, 8.0, 9.0, 10.0, 11.0 Layer Composites, Locks, FX, Groups, Selection, Channels & Channel Masks, Filters, Gradient Maps 29 - 36 Advanced Painting & Editing Techniques G(AME) 4.0, 6.0, 10.0; G(IT) – D 1.0, 2.0, 5.0 Custom Painting Techniques – Water Color, Acrylic, Oils AS 1.0, 2.0, 4.0, 5.0, 6.0, 7.0, Custom Textures and Uses – Bump Map, Specular Map, 8.0, 9.0, 10.0, 11.0 Opacity/Alpha Maps, Displacement, Hand Painted, Seamless, Photo, Custom Brushes – Creating/Defining Custom Brushes, Importing, Adjusting, Saving, Use of 3D Images to Enhance Textures – As Templates: UV Pages, 3D Models, Ambient Occlusion Maps, Game Art Textures and Bitmaps, Tilable/Seamless/Offset Texture Maps, Types of Files for Games, Custom Actions, Patterns Projects to include: Comic Style Coloring, Photo-manipulation & Retouching, Animations, Portraits and Character Design, Background Painting, Matte Painting, Painting 3D Objects, Creating Hand Painted AO Maps and other topics. *Timeline is an estimate. Other topics may be included.
Game design involves the process of creating a game, from the initial concept to the final product. Here are some steps to help you get started with game design:
Define your concept: Start by defining the concept for your game. Consider the genre, the story, the characters, and the overall game mechanics.
Create a prototype: Once you have a concept in mind, create a prototype of your game. This could be a simple paper prototype, a digital prototype created using game design software, or a physical prototype created using materials like cardboard and markers.
Choose your game engine: Choose a game engine that suits your needs. Some popular game engines include Unity, Unreal Engine, and GameMaker Studio.
Develop your game mechanics: Develop the mechanics of your game, including the rules, objectives, challenges, and rewards. Think about how players will interact with your game and what they will need to do to progress through the levels.
Design your game world: Create a world for your game that is visually appealing and consistent with the theme and story of the game. Consider the art style, level design, and sound design.
Playtest and iterate: Playtest your game and get feedback from others. Use this feedback to make improvements and iterate on your game design. Continue playtesting and iterating until you are satisfied with the final product.
Release your game: Once your game is complete, release it to the public. You can distribute your game through platforms like Steam, the App Store, or Google Play.
Learn and improve: Continuously learn and improve your game design skills by studying other games, attending game design events, and experimenting with new techniques and tools.
These are just some of
Game design involves creating the rules, gameplay mechanics, and overall experience of a video game. Here are some steps to get you started:
Choose your game genre: Decide on the type of game you want to create, such as a platformer, RPG, puzzle game, or shooter.
Define your game mechanics: Create the rules and gameplay mechanics that will drive your game. This includes things like how the player interacts with the game world, the types of actions the player can take, and how the game responds to these actions.
Develop your story and characters: Create a compelling story that will engage players and memorable characters that they will care about.
Create your game world: Design your game environment, including the levels, terrain, and obstacles that players will encounter. Consider the visual style and art direction of your game.
Prototype your game: Create a prototype of your game using tools like Unity, Unreal Engine, or GameMaker Studio. This will help you test and refine your game mechanics and gameplay.
Test and iterate: Playtest your game and gather feedback from players. Use this feedback to make improvements and refine your game design.
Publish and market your game: Once your game is complete, publish it on platforms like Steam, the App Store, or Google Play. Create marketing materials like trailers, screenshots, and social media posts to promote your game and attract players.
Keep learning: Game design is a constantly evolving field, so it's important to stay up-to-date with the latest trends, technologies, and best practices. Join online communities, attend conferences, and continue to learn and experiment with new ideas.
These are just the basics of game design, and there is much more to learn as you practice and gain experience. Good luck on your game design journey!