HOME > DESIGN > Learning Game Design- Part 2

Learning Game Design- Part 2

  • DESIGN
  • Jan 09, 2025
SynopsisLearning Game Design: Part 2, available at $29.99, has an ave...
Learning Game Design- Part 2  No.1

Learning Game Design: Part 2, available at $29.99, has an average rating of 3.5, with 88 lectures, 3 quizzes, based on 5 reviews, and has 49 subscribers.

You will learn about Improve your success playing multi-sided conflict games Understand how negotiation works (it may not be what you think) Learn a process and structure for designing games Learn what makes a game Good – not quite what you think Learn the vital importance of repeated playtesting and modification, the heart of game design Create and COMPLETE a game through the two courses. This is likely to take a long time, likely much longer than it takes to go through the course lectures And much more . . . This course is ideal for individuals who are Anyone who wants help in designing games, professionally or as a hobby It is particularly useful for Anyone who wants help in designing games, professionally or as a hobby.

Enroll now: Learning Game Design: Part 2

Summary

Title: Learning Game Design: Part 2

Price: $29.99

Average Rating: 3.5

Number of Lectures: 88

Number of Quizzes: 3

Number of Published Lectures: 88

Number of Published Quizzes: 3

Number of Curriculum Items: 91

Number of Published Curriculum Objects: 91

Original Price: $29.99

Quality Status: approved

Status: Live

What You Will Learn

  • Improve your success playing multi-sided conflict games
  • Understand how negotiation works (it may not be what you think)
  • Learn a process and structure for designing games
  • Learn what makes a game Good – not quite what you think
  • Learn the vital importance of repeated playtesting and modification, the heart of game design
  • Create and COMPLETE a game through the two courses. This is likely to take a long time, likely much longer than it takes to go through the course lectures
  • And much more . . .
  • Who Should Attend

  • Anyone who wants help in designing games, professionally or as a hobby
  • Target Audiences

  • Anyone who wants help in designing games, professionally or as a hobby
  • [Note: This course exists because my original course “Learning Game
    Design: as a job or a hobby” more than doubled in size over time,
    becoming much too large for Udemy’s new structure. That massive course
    is no longer available, instead there is “Learning Game Design” parts 1
    and 2. As with that original course, this one is not subject to massive
    discounts, which only serve to offend those who paid full or near-full
    price.]

    This pair of “Learning Game Design” courses (this is Part 2) is designed for people who want to design
    games – video or tabletop – but lack information about what is really
    involved and how to go about it. It’s not rocket science, but
    commercial design is a JOB – one that cannot be done by rote, there is
    no “Easy Button”. I’m not here to encourage you, or entice you, or entertain you,
    I’m here to inform you. I assume you have the motivation to learn how
    to design games, you just need to know how. And that means you need to
    do it from start to finish, to complete games rather than merely start
    them.

    We’ll discuss the
    process of game design, the possible structures in games, the best way
    to start learning game design, what makes a game good (there’s a great
    variety of opinion about this), ways to provide a framework for your
    design efforts, ways to keep records of your work, software to help you
    learn. Many aspiring game designers have crippling misconceptions (such
    as the notion that it’s all about a great idea, or that everyone likes
    the same games they do), and I’ll try to clear those out of
    your way.

    This is not a “comprehensive” series because there’s no such thing. It is a pair of courses about
    learning game design. Learning is a process that goes on throughout a game
    designer’s career, and it starts here.

    This class will never be offered for free or at very deep discounts.
    That is disrespectful to me and to the students who pay full price or
    near it.

    Keep in mind, this course is not about game development, that is, not
    about programming, art, sound, and so forth. It is only about game
    design.Most so-called “game design” courses are actually about game
    development, with just a little game design involved.

    Following are comments from people who took the original course “Learning Game Design: as a job or a hobby”:

    Great course! Good for the starter like myself 馃檪

    Currently I follow this course (at 75% so far) and its a great
    course for beginner game designers like myself. The course is not a 1
    click button and after your a game designer no (please send message if
    you found that course btw) but it gives a good frame work, hand outs,
    ideas and background about both video games and tabletop games.

    So if you wanted to start with game design this is a great first step.

    The teacher is clear and good to follow ( I am a student from The
    Netherlands and got no problem following this course). Also the course
    got some assignment I strongly recommend doing them I finaly found out
    why I Hate Monopoly 馃檪

    Cheers all hope this was usefull,

    Jimmy

    ==

    Mark Frazier

    President

    Designs In Creative Entertainment, LLC.

    An ideal introduction to game design

    Dr. Pulsipher distills the critical elements of designing games into
    manageable chunks. This is an ideal course to take if you are
    interested in designing games, regardless of whether you intend to
    pursue it as a career or not.

    Much of the
    material covers the specifics of the process of game design, but there
    is alot of prime advice to be had in the lectures on creating the right
    conditions for quality feedback and on understanding the realities of
    the publishing business.

    A must-have certification if you’re serious about designing, and I’d say, even publishing games!

    ==

    Pull Back the Curtain on the Game Design Process

    I know that in the past there’s only been a couple of times that I
    managed to blunder into some sort of prototype, but I had no clue as to
    what I was doing that was different than usual. Well the material in
    this course nails down precisely what to do to get over that initial
    hump. It can save you from countless false starts and dumb ideas. And
    unlike other commentary on the design process, Dr. Pulsipher provides a
    whole menu of things that you can do in each phase of development.

    This material reveals more of the dials and knobs of gaming than I
    even knew existed. And being aware of these things was enough to shift
    me from having an occasional promising idea to having more ideas than I
    know what to do with. Even just playing new games now, I cannot help but
    see “behind the curtain” and into the dilemmas the designers were
    facing. If you care about game design and actually do the work that this
    course entails, you are in for a profoundly illuminating experience.

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: What youll discover

    Lecture 2: Introducing the teacher

    Lecture 3: Interaction

    Lecture 4: Assessment

    Lecture 5: Course Length – Depends on How Long Your Game Takes

    Lecture 6: Supplemental Books and other material

    Chapter 2: What Makes a Game Good?

    Lecture 1: Stratego: Good and Bad

    Lecture 2: What is the Player Going to DO?

    Lecture 3: The Evolution of Games Part 1

    Lecture 4: The Evolution of Games Part 2

    Lecture 5: The Target Audience

    Lecture 6: Kinds of Fun

    Lecture 7: Varying Aims of Designers – not Just Fun

    Lecture 8: The Role of Story

    Lecture 9: Theme and Atmosphere

    Lecture 10: Pacing

    Lecture 11: World Building and Realism

    Lecture 12: Evaluating Game Qualities

    Lecture 13: Symmetry and Asymmetry

    Lecture 14: 21st Century Game Characteristics

    Lecture 15: All I needed to know about game design I learned from Dungeons & Dragons, Part 1

    Lecture 16: All I needed to know about game design I learned from Dungeons & Dragons, Part 2

    Lecture 17: Harmony and the Kludge, Part 1

    Lecture 18: Harmony and the Kludge, Part 2

    Lecture 19: Game Design versus Player Experience, Part 1

    Lecture 20: Game Design versus Player Experience, Part 2

    Lecture 21: Why do so many gamers want their games to be stories?

    Lecture 22: Flexibility in Games

    Lecture 23: Risk Exercise

    Lecture 24: Where are you with your game design assigned in Part 1 (2)

    Chapter 3: Making a Playable Prototype

    Lecture 1: Making a Paper Prototype

    Lecture 2: Making a Software Prototype

    Lecture 3: Some examples of prototype construction

    Lecture 4: Video capture of video game prototype

    Lecture 5: Continuation of video capture of video game prototype

    Lecture 6: Characteristics of Boards

    Lecture 7: Example of a mapping program – Campaign Cartographer

    Lecture 8: My take on the problems with Risk

    Lecture 9: Game Interfaces

    Lecture 10: Feedback to the Player

    Lecture 11: An example of interface improvement in a tabletop prototype

    Lecture 12: Some Risk exercise solutions

    Lecture 13: Are you ready to make your prototype?

    Chapter 4: Playtesting: the Heart of Game Design

    Lecture 1: What Playtesting is NOT!

    Lecture 2: The Process of Playtesting and Modification

    Lecture 3: Stages of Playtesting

    Lecture 4: Have you playtested your prototype solo?

    Lecture 5: What to Watch for in a Playtest Session – Part 1

    Lecture 6: What to Watch for in a Playtest Session – Part 2

    Lecture 7: Kinds of Playtesters

    Lecture 8: What to do with the Feedback

    Lecture 9: Emergent behavior and Playtesting

    Lecture 10: Game Balance

    Lecture 11: The Progressive Stages of Playtesting

    Chapter 5: Other considerations

    Lecture 1: How are Level Design and Game Design Related?

    Lecture 2: Marketing, Licensing. Agents, Consultants, Funding, Publishing

    Lecture 3: Marketing Yourself

    Lecture 4: Hits, Virality, and fan Toxicity in video games

    Lecture 5: Free-to-play Games

    Lecture 6: Six different goals for commercial games

    Lecture 7: Discoverability

    Lecture 8: Fallacies You Wont Want to Fall Into

    Lecture 9: Legislating against behavior as opposed to changing the gameplay

    Lecture 10: Research for Games

    Lecture 11: Game Design (and Marketing) style of CollectibleCardGames/TCG/LCG, part 1

    Lecture 12: Game Design (and Marketing) style of CollectibleCardGames/TCG/LCG, part 2

    Lecture 13: Co-operative Games

    Lecture 14: Six reasons why wargame popularity has plummeted

    Lecture 15: Natural formats for games: examples

    Lecture 16: Dice, Probability, and Superstition

    Lecture 17: Dice: When to Use Them, When Not To

    Lecture 18: Designers have a responsibility to limit how players can cheat

    Chapter 6: Conclusion

    Lecture 1: My upgrades to Stratego

    Lecture 2: Organized Practice

    Lecture 3: Your Game Design Portfolio

    Lecture 4: Coping with Destructive Criticism

    Lecture 5: One page whats important in game design

    Lecture 6: Maxims of Game Design

    Lecture 7: Where are you with your game design (3)

    Lecture 8: Good once, good thrice, always good: what kind of game do you want to make?

    Lecture 9: Quick How to Play Britannia (designer helping potential players)

    Lecture 10: Conclusion

    Chapter 7: Section containing miscellaneous material, formerly call Bonus Materials

    Lecture 1: Why I wrote my book Game Design

    Lecture 2: What makes my Game Design book unusual or unique

    Lecture 3: World Boardgaming Championships Annual Game Design talk 2013. part 1

    Lecture 4: World Boardgaming Championships Annual Game Design talk 2013, part 2

    Lecture 5: Origins Game Fair 2008: Breaking into the Tabletop Game Industry

    Chapter 8: Final Section

    Lecture 1: Bonus Lecture about my other courses, published games, RPG column

    Instructors

  • Learning Game Design- Part 2  No.2
    Lewis Pulsipher
    Commercially Published Game Designer, College Teacher
  • Rating Distribution

  • 1 stars: 0 votes
  • 2 stars: 2 votes
  • 3 stars: 0 votes
  • 4 stars: 2 votes
  • 5 stars: 1 votes
  • Frequently Asked Questions

    How long do I have access to the course materials?

    You can view and review the lecture materials indefinitely, like an on-demand channel.

    Can I take my courses with me wherever I go?

    Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!