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Game Design
Multidisciplinary field combining computer science, creative writing, and graphic design.
Game Design
Planning phase of game creation (serves as a blueprint).
Game Design
Requires creativity and technical skills such as logic, game theory, and knowledge of human psychology.
Game Development Softwares
• GameMaker Studio
• Unity
• Unreal Engine
• Construct 3
• Godot
• Defold
• RPG Maker M Z
GameMaker Studio
Beginner friendly with drag-drop interface.
Unity
Powerful industry-standard for creating 2D and 3D games for numerous platforms.
Unreal Engine
A professional, complete suite of tools for high-end, real-time 3D creation.
Construct 3
Code-free, entirely GUI-driven development.
Godot
Free engine with strong, well-designed support for both 2D and 3D games.
Defold
Free software supporting export to a wide range of platforms.
RPG Maker MZ
Specialized, code-free tool for creating role-playing games.
Level Design
The discipline of creating game levels, missions, or environments using level editor software.
Level Design
A technical and artistic process that can involve conceptual sketches and models.
Level Design Steps
Laying out the map
Setting environmental conditions
Defining game rules
Placing interactive elements
Detailing
Scripting events / NPC paths
Laying out the map
Cities, rooms, tunnels
Setting environmental conditions
Time, weather.
Defining game rules
Scoring, resources.
Placing interactive elements
Buttons, teleporters, resources.
Adding entities
Enemies, items, save points.
Detailing
Textures, sound, lighting, and music.
Scripting events / NPC paths
Creating NPC paths and behaviors.
The 3C’s (Character, Camera, Controls)
Defines the player's core interactive experience and initial impression of the game.
Character
The player's avatar. Design (including silhouette) communicates personality and information (e.g., health). Customization allows for player expression.
Camera
The player's "eyes" into the game world. Crucial in 3D games, with different perspectives (e.g., first-person, third-person, isometric) serving different purposes.
Controls
The interface between the player and the game. Should be accessible and intuitive, unless unconventional controls are a deliberate design choice.
Game Types and Difficulties
Simulators
Games vs. Contests
Puzzles
Dynamic Difficulty Adjustment (DDA)
Simulators
Interactive systems that simulate something.
Games vs. Contests
All games are contests, but not all contests are games. Games require meaningful decisions.
Puzzles
Problems with a single, correct solution.
Dynamic Difficulty Adjustment (DDA)
A method to automatically modify a game's challenge in real-time based on the player's skill to avoid boredom or frustration.
Creating Game Assets
Graphics Tools
Font Resources
Music & SFX Tools
Graphics Tools
Blender
Maya
Gimp
Aseprite / Pyxel Edit / GraphicsGale
Open GameGimp Art
Blender
3D suite
Maya
3D animation/modeling
Gimp
image editing
Aseprite / Pyxel Edit / GraphicsGale
pixel art & animation
Open GameGimp Art
free asset library
Font Resources
Dafont, Google Fonts.
Music & SFX Tools
Audiokinetic Wwise
Freesound
BeepBox
Bosca Ceoil
Sunvox
Audiokinetic Wwise
professional audio engine
Freesound
CC-licensed sound database
BeepBox
online chiptune tool
Bosca Ceoil
beginner-friendly music creator
Sunvox
modular music tracker
Types of 3D Animation
3D Video and Film (Passive)
Interactive 3D
Virtual Reality 3D (VR)
3D Video and Film (Passive)
Moving images in a 3D space with no user interaction.
Interactive 3D
Users can interact with and move through the 3D world via mouse/keyboard.
Virtual Reality 3D (VR)
The most immersive type, requiring a headset to interact with a digital realm in a physical space.
3D Animation Techniques
Inverse Kinematics
Fluid Simulation
3D Skeletal Animation
Inverse Kinematics
Mimics natural joint movement (e.g., for arms/legs), simplifying animation.
Fluid Simulation
Creates realistic animations for water, lava, etc.
3D Skeletal Animation
Animates a character using a rig/skeleton underneath a skin/mesh.
Playtesting
A quality control method where users play unfinished versions to find flaws and bugs. It helps refine gameplay, balance, and fun elements.
Gross Playtesting
Initial test by the core team for basic gameplay problems.
In-House Playtesting
More comprehensive testing by internal staff/contractors.
Blind Testing
Beta testing by new users to provide fresh, unbiased feedback.
Final Playtesting
Last test before launch, focusing on aesthetic feedback.
Finalizing your game
Involves making final pitching decisions and marking games as complete (“finalizing”). Finalized games can be reviewed and, if necessary, re-opened for corrections.