Game Design Fundamentals - From Concept to Creation (GDC301)
Vietnamese title: Thiết kế game cơ bản - Từ ý tưởng đến thực hiện
Credits: 3
Prerequisites: PRO192

Description:
Embark on a journey into the world of game design with this comprehensive course. Before diving into coding, we'll explore the foundational elements that shape engaging video games. Discover the core concepts that drive player interaction, understand the mechanics and rules that define different game genres, and explore the art of storytelling in gaming.

This course encourages you to think creatively and take risks as you develop your own unique game concepts. You'll learn to craft compelling narratives, design immersive environments, and create memorable characters. We'll also guide you through hands-on tutorials, enabling you to experiment with gameplay mechanics without the need for extensive coding.

Key Learning Outcomes:
- Understand and apply core game design frameworks (MDA, Core Loops, Design Pillars) to analyze existing games and design new mechanics
- Design and document game systems including progression, economy, and balance using industry-standard GDD formats
- Design player-centric levels that effectively guide, challenge, and teach players through intentional spatial layout and pacing
- Design characters and combat systems with clear gameplay roles, readable animations, and balanced combat parameters
- Craft compelling game narratives including premises, themes, and story structures that enhance player experience
Integrate and direct game art assets to create cohesive visual experiences that support gameplay readability
Implement game feel and physics-based interactions including responsive controls, animation states, and satisfying feedback
- Execute complete game development cycle from concept through production to showcase using iterative design and playtesting methodologies

By the end of this course, you'll have a solid foundation in game design, equipped to embark on your own game development journey.

Learning outcomes:
Understand and apply core game design frameworks (MDA, Core Loops, Design Pillars) to analyze existing games and design new mechanics
Design and document game systems including progression, economy, and balance using industry-standard GDD formats
Design player-centric levels that effectively guide, challenge, and teach players through intentional spatial layout and pacing
Design characters and combat systems with clear gameplay roles, readable animations, and balanced combat parameters
Craft compelling game narratives including premises, themes, and story structures that enhance player experience
Integrate and direct game art assets to create cohesive visual experiences that support gameplay readability
Implement game feel and physics-based interactions including responsive controls, animation states, and satisfying feedback
Execute complete game development cycle from concept through production to showcase using iterative design and playtesting methodologies

Student tasks:
- Students must attend more than 80% of contact slots in order to be accepted to the final examination.
- Student is responsible to do all exercises, assignments and labs given by instructor in class or at home and submit on time
- Use laptop in class only for learning purpose

Tools:
- Visual Studio 2019 or later (C# programming language)
- Unity Hub and Unity 5 (version 2021.3 LTS or later)
- ProBuilder (in Unity)
- Git + GitHub (Student Pack)
- Figma/Canva (web based)
- Draw.io (web based)
- Minimum hardware requirement: Windows 10, 64-bit versions, CPU: X64, RAM: 8GB
- Students use Unity with their personal email for educational purposes only

Materials:
description: Level Up! The Guide to great video game design
author: Scott Rogers
publisher: Wiley
published_date: 2024
edition: 3rd
isbn: 978-1394298761
description: Unity 6.2 User Manual
author: Unity
publisher: Unity
note: https://docs.unity3d.com/Manual/index.html
description: Unity Learn Platform
author: Unity
publisher: Unity
note: https://learn.unity.com
description: Game Design Workshop: A Playcentric Approach to Creating Innovative Games
author: Tracy Fullerton
publisher: A K Peters/CRC Press
published_date: 2024
edition: 5th
isbn: 978-1032607016

Assessments:
category: Assignment 1 (Milestone 1 of Project)
type: on-going
weight: 10.0
duration: 1-3 weeks
no_question: Project-based process products
grading_guide: Cover content 1,2
note: - Guided by instructor
- Application
- Work in group
category: Assignment 2 (Milestone 2 of Project)
type: on-going
weight: 10.0
duration: 1-3 weeks
no_question: Project-based process products
grading_guide: Cover content 3, 4, 5
note: - Guided by instructor
- Application
- Work in group
category: Assignment 3 (Milestone 3 of Project)
type: on-going
weight: 10.0
duration: 1-3 weeks
no_question: Project-based process products
grading_guide: Cover content 6, 7, 8, 9
note: - Guided by instructor
- Application
- Work in group
category: Progress test 1
type: on-going
weight: 5.0
duration: 30'
no_question: Multiple choices
Marked by Computer or a suitable format
knowledge_and_skill: 25
grading_guide: Cover content 1,2,3,4, 5, 6
note: in class, by instructor
category: Progress test 2
type: on-going
weight: 5.0
duration: 30'
no_question: Multiple choices
Marked by Computer or a suitable format
knowledge_and_skill: 25
grading_guide: Cover content 7, 8, 9, 10, 11, 12
note: in class, by instructor
category: Project
type: on-going
weight: 30.0
duration: 8-10 weeks
no_question: Project
grading_guide: All modules, chapters
note: - Guided by instructor
- Application
- Work in group
category: Final exam
type: Final exam
weight: 30.0
duration: 60'
no_question: Multiple choices
Marked by Computer
knowledge_and_skill: 50
grading_guide: concepts, algorithms;
all studied chapters
note: by exam board,
using computer

Schedule:
session: Course Overview & Assessment
Module 1: Game Design Fundamentals
1.1 Aesthetics-Dynamics-Mechanics Framework
learning_outcomes: IT
materials: GDC301
session: 1.2 ADM Analysis Workshop
learning_outcomes: T
session: 1.3 Core Loops & Design Pillars
learning_outcomes: T
session: 1.4 Project Scoping & Risk Analysis
learning_outcomes: T
session: 1.5 Ideation Techniques Workshop
ASSIGN PROJECT & ASSIGNMENT 1 INTRODUCTION
learning_outcomes: TU
session: Module 2: Prototyping & Early Documentation
2.1 Paper Prototyping Fundamentals
learning_outcomes: T
session: 2.2 Paper Prototyping Lab
learning_outcomes: TU
session: 2.3 Unity Graybox with ProBuilder
learning_outcomes: TU
session: 2.4 GDD Structure Introduction
learning_outcomes: T
session: 2.5 Risk-First Prototyping
learning_outcomes: T
session: 2.6 GDD Draft Workshop
learning_outcomes: TU
session: Module 3: Systems Foundation
3.1 Game Systems Overview
ASSIGNMENT 2 INTRODUCTION
SUBMIT ASSIGNMENT 1
learning_outcomes: T
session: 3.2 Systems Design Workshop
learning_outcomes: TU
session: Module 4: Concept Pitch Preparation
4.1 Pitch Structure & Storytelling
learning_outcomes: T
session: 4.2 Pitch Development Workshop
4.3 Demo Rehearsal & Feedback
learning_outcomes: TU
session: CONCEPT PITCH PRESENTATIONS
learning_outcomes: U
session: Module 5: GDD Complete & Narrative
5.1 Premise, Theme & Player Experience
5.2 Story Beat Sheet & Pacing
learning_outcomes: T
session: 5.3 World Building Lab
learning_outcomes: TU
session: 5.4 GDD Vision, Pillars & Core Loop
learning_outcomes: T
session: 5.5 GDD Narrative & Technical Sections
learning_outcomes: TU
session: 5.6 GDD v1 Peer Review
learning_outcomes: U
session: Module 6: Level Design
6.1 Player Guidance Principles
learning_outcomes: T
session: 6.2 Gating & Challenge Pacing
learning_outcomes: T
session: 6.3 Level Blockout Theory
learning_outcomes: T
session: 6.4 Level Blockout Lab - Part 1
6.5 Level Blockout Lab - Part 2
learning_outcomes: TU
session: 6.6 Goals, Checkpoints & Camera
learning_outcomes: TU
session: 6.7 Onboarding & Playtest Prep
learning_outcomes: TU
session: Progress Test 1
learning_outcomes: U
session: Module 7: System Balancing
7.1 Balancing: Difficulty Curves
SUBMIT ASSIGNMENT 2
ASSIGNMENT 3 INTRODUCTION
learning_outcomes: T
session: 7.2 Spreadsheet Balancing
learning_outcomes: T
session: 7.3 Parameterization & Tuning
learning_outcomes: T
session: 7.4 Balance Workshop
learning_outcomes: U
session: 7.5 Progression & Economy Design
learning_outcomes: T
session: Module 8: Vertical Slice Planning
8.1 Vertical Slice Scope & Criteria
learning_outcomes: T
session: 8.2 Vertical Slice Integration Sprint
learning_outcomes: TU
session: Module 9: Character & Combat Design
9.1 Hero Design: Silhouette & Role
learning_outcomes: T
session: 9.2 Enemy Archetypes & Telegraphing
9.3 Combat Feel: Anticipation-Action-Recovery
learning_outcomes: T
session: 9.4 Animator: Locomotion States
learning_outcomes: TU
session: 9.5 Animator: Combat States
learning_outcomes: TU
session: 9.6 Hitboxes, Feedback & Playtest
Submit assignment 3
learning_outcomes: TU
session: Module 10: Art Integration
10.1 Art Direction for Designers
learning_outcomes: T
session: 10.2 Unity Import Pipeline
learning_outcomes: TU
session: 10.3 Art Integration Lab
learning_outcomes: U
session: MIDTERM DEMO: Vertical Slice Review
learning_outcomes: U
session: Module 11: Physics, Feel & UI
11.1 Movement Controllers & Physics
learning_outcomes: T
session: 11.2 Physics & Custom Gravity Lab
learning_outcomes: TU
session: 11.3 Input Buffering & Juice
learning_outcomes: TU
session: 11.4 HUD & UI Design Lab
learning_outcomes: TU
session: 11.5 Audio Integration Lab
learning_outcomes: TU
session: 11.6 First Playable Build Workshop
learning_outcomes: TU
session: Module 12: Playtesting Cycle
12.1 Onboarding & Accessibility
learning_outcomes: T
session: 12.2 Playtest Planning Workshop
learning_outcomes: TU
session: 12.3 Cross-Team Playtest Session
learning_outcomes: TU
session: 12.4 Data Analysis & Beta Readiness
learning_outcomes: TU
session: Progress test 2
learning_outcomes: U
session: Final Polish & Review
learning_outcomes: TU
session: FINAL SHOWCASE & POSTMORTEM
learning_outcomes: U
session: FINAL SHOWCASE & POSTMORTEM
learning_outcomes: U
session: FINAL SHOWCASE & POSTMORTEM
learning_outcomes: U
session: FINAL SHOWCASE & POSTMORTEM
learning_outcomes: U