Unit 3: Game Design Theory

OVERVIEW

Activities in this unit of study are designed to foster an understanding of fundamental game design principles, including: genres, goals, mechanics, player motivation, structure, and gameplay. Learners will analyze different types of 2D and 3D games, create proposals for building common game types, and begin learning the process of building games using the Unity Editor.

TOPICS

  • Game Genres (e.g. defining characteristics, impact to gameplay)
  • Game Environments (e.g. 2D vs.3D, impact on ease of navigation)
  • Game Assets (e.g. models, materials)
  • Goals (e.g. objectives, logic, challenges)
  • Game Mechanics (e.g. operational, constitutive, implicit rules)
  • Player Motivation (e.g. playability; balancing challenge, risk, and reward)
  • Symmetry and Balance (e.g. “fairness” of the game, appropriateness of the challenge level)
  • Game Structure (e.g. space, time)
  • Game Development Cycles (e.g. iterative processes, rapid prototyping models)

OBJECTIVES

  1. Identify common game genres
  2. Categorize contemporary game genres.
  3. Summarize important considerations in game design.
  4. Describe rule creation and elements of player challenge.
  5. Explain the theories behind player motivation.
  6. Generate models and materials for project(s) created within the Unity Editor.
  7. Apply fundamental concepts of project management.
  8. Create a game proposal for a one button game.
  9. Differentiate 2D from 3D game environments.
  10. Examine the critical elements of puzzle design.

OUTLINE

Introduction to game genres

  • Broad categories and distinguishing characteristics
  • Comparison of 2D and 3D game environments
  • Common environment mechanics, player views, and player controls

Overview of the key components of video game design

  • Game concept: description, platform, genre
  • Back story - world and character construction, emotion
  • Game Mechanics:

Rules: Operational, Constitutive, Implicit

Game flow

Gameplay

  • Game Balance
  • Goals and objectives
  • Rewards and motivation
  • Logic and challenges
  • Game physics and mathematics
  • Art/Sound
  • Resource Management

Introduction to rapid iteration and prototyping

Puzzle design (optional)

Complete and Continue