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Principles and methodologies behind the rules and play of games
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Play Mechanics: What are game rules How should they be structured How do you create the right balance of obstacles/aids, penalties/rewards When are games too hard, too easy Why What sorts of play mechanics work best for what sorts of people Boardgame and Roleplaying design: Thinking about design algorithmically Ideas: Generating new ideas Turning ideas into game concepts Evaluating game concepts Game theory: The study of strategic decision-making in competitive and cooperative situations Abstract design elements: Positive and Negative feedback systems Game balancing tools Player rewards and punishments Emergent complexity
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I N D U S T R Y
How to Get a Job Making Video Games
Interactions among systems that lead to unique player experience Simulation and Emulation Using systems that allow flexible response versus specific behaviors for preconceived situations Psychological design considerations: Operant conditioning Addiction in gaming Rewards and penalties Creating diverse social systems Bringing players back to the game Interface design: Computer UI theory Balancing player control schemes simplicity versus expressiveness The impact of specific hardware constraints controllers, keyboards, headsets, etc
Practical Game Design
Spatial design: Gameplay spaces Representational spaces Abstract spaces Space and pacing Space and narrative Creating densely interactive, highly responsive worlds Task design: Action and interaction World/geometry interaction
A P P E N D I X
Character interaction Puzzles Providing adequate feedback to players Design integration: Melding space and task Integrating art and gameplay Control schemes: Movement Items and item manipulation Inventories Training: Supporting learning with consistent challenges and appropriate feedback Communicating with the player regarding challenges, actions and abilities within the game world Game tuning: Understanding games as dynamic systems What makes a balanced game Working with Quality Assurance and understanding play-test feedback Applying game tuning strategies in light of feedback from actual play Play testing and player analysis: Understanding who your audience is Selecting test subjects Designing for diverse populations What criteria to use to measure success with a given audience Play test procedures Design implications of platform choice
IGDA Curriculum Framework
B R E A K
I N T O
T H E
G A M E
I N D U S T R Y
How to Get a Job Making Video Games
Game Programming
Aspects of traditional Computer Science modified to address the technical aspects of gaming Math and Science techniques: Basic Newtonian physics Computational mechanics Linear algebra Differential equations Style and design principles: Information design Data structures Environmental models, spatial data structures Prototyping: Tools and skills for fast, iterative development Building flexible systems, configurable by others Testing: Code review and test harnesses Designing tests and incorporating feedback from Quality Assurance Bug fixing, bug databases, creating stable code bases Programming teams structure and working relationships Design/Technology synthesis: Supporting player goals and actions Building intelligent, coherent, reactive game environments Platform issues System architecture for real time game environments and simulations Data-driven systems:
A P P E N D I X
Building flexible systems for non-programmers to use Game logic Multimedia programming: Graphics Rendering Animation Graphics System Design Sound Artificial intelligence: Path planning Agent architectures Decision-making systems Networks: Networking and Server design Performance metrics Topologies Protocols Security Tools for designers and play analysis: 3-D GUI creation Play testing to monitor player frustration, progress and enjoyment
Visual Design
Designing, creating, and analyzing the visual components of games Basic Visual Design: Art history and theory Fundamentals of drawing
IGDA Curriculum Framework
B R E A K
I N T O
T H E
G A M E
I N D U S T R Y
How to Get a Job Making Video Games
Painting techniques Sculpting Anatomy and life drawing Physiology and kinesiology Visual design fundamentals Composition Lighting and color Graphic design Visual design in an interactive context Motion Graphics: Animation Cinematography Camera angles and framing Visual narrative Non-narrative graphics/Abstraction as expressive tool Fundamental principles of architecture Introduction to visual asset generation: 2-D graphics 3-D modeling Architecture: History of architecture Real-world spaces vs game spaces Advanced Visual Asset generation: Textures Interface design Character design Conceptual design
A P P E N D I X
Character modeling Character animation Working with 3-D Hardware: Procedural shading Lighting Effects Game Art (digital based art with game content) Visualizing Information
Audio Design
Designing and creating sound and sound environments Audio history and theory Basic technical skills Basic studio skills: Familiarity with hardware and software (eg, microphones, mixers, outboard gear) Recording, mixing and mastering Studio organization Audio Design Fundamentals: Setting mood, managing tension and resolution Processing, mixing and controlling sound for aesthetic effect General workflow for game creation Audio engine terminology and functionality Introduction to Interactive Audio: Designing sound for interactivity Sound effects Music Voice recording
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