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Basic Video Game Design

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A Brief History of Video Game Design

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Course Outline

Daily Activities:
  1. Game Mechanics
  2. Game Platform
  3. Choice

Resources:
  1. Game Design Vocabulary


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Game Design Skills:
  1. Game Mechanics
  2. Storylines
  3. Choice
Types of Games:
  1. Platform/ Adventure
  2. Simulations
  3. Trivia/ Education Based
  4. ​Mobile Based
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Three Principles Every Video Game Designer Should Follow

Easy to Learn, Hard to MasterEvery designer strives to make a game that is accessible and easy to start playing. Great game designers also want their players to remained engaged and keep coming back. The ultimate is when the game is easy to learn but hard to master. This is the reason a game like chess, which has been around for over 1500 years, is still enjoyed today. While anyone can learn how to play and what each piece does, those who want to master it can continue learning new strategies for a lifetime.


Start With A Core Mechanic And Build From ItGood game designers analyze and deconstruct every game they play. In doing so you will realize that most games can be narrowed down to a few key mechanics, if not one. If this core mechanic were to be changed or removed entirely from the game, the experience would fall apart and be a complete mess.
The reason it’s important to build up from one or a few game mechanics is because games tend to change during development. By focusing on one main idea that you know is fun, you’re less likely to end up with a Frankenstein game that tries to combine multiple cool ideas that don’t work well together. 

More Rewards than Punishments, More Power-Ups than ObstaclesThe top designers in the world know just how powerful positive reinforcement can be in keeping us engaged and excited. We, of course, want challenging experiences that test our skills and keep us on our toes, but it’s no fun if we don’t get anything out of it. Just like athletes like winning medals and dogs like getting a treat for not ruining the carpet, gamers are also motivated by praise and reward.
Earlier games were limited to things like levels and scoring systems in order to give players something to gloat and boast about. These days game designers have a wide arsenal of tools they can use to reward players and make them feel like it’s worth moving forward. This doesn’t just include collectibles like new power-ups and abilities, but also secret areas, cutscenes, and optional bosses.
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Course Activities and Projects

Day 1    Day 2    Day 3  Day 4
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