I’ve done the RPG, 3D and 2D courses, in all of those the primary focuses are Unity’s tools, interface and coding, Have you guys thought of making another course which primary focus is Game Design?
I have this small idea for a course that could cover some interesting topics and branches of game design. I imagine it being an Intermediate level course, for those with some coding experience so we can take that to the side, or even give some of it as a course resource, like you guys did in the RPG Inventory course.
The course is divided in the same structure GameDev courses are with just a small twist at the end. Each section teaches some design techniques and gives the skeleton of a game for the student to make their own at the end of the section, of course, they should be encouraged to share it and also give feedback to others. Here’s an idea on how the course would look like:
Intermediate Unity Course - Become a Game Designer
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Section 1: Dungeon Master - Topdown view 2D action game.
- The student will learn design structure for basic dungeons using two techniques, puzzle box and individual puzzle.
- Keys and doors: How and when to implement them.
- Enemies and their purpose in a room.
- Level progression: How each room impacts the other.
- Power ups!: Create meaningful power ups for your dungeon.
- Puzzle Box Design: Turn your dungeon into a gigantic puzzle.
- Room Puzzle Design: Make each room distinct!
- Bosses: Design your boss based on your dungeon’s theme!
- Breaking the mold! Use other strategies to bring to life your dungeon!
- Create your dungeon!
- The student will learn design structure for basic dungeons using two techniques, puzzle box and individual puzzle.
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Section 2 - Yet Another Number Wizard - JRPG Combat
- The student will learn how and when to tweak numbers like stats, alongside how to design meaningful attacks and items.
- The 3 man Band: The Tank, the Damage and the Healer.
- Basic attack: Why are they important and how to keep them relevant.
- Special attacks: Design your own over the top attacks.
- Resources: How to balance special abilities.
- Turns: Who should attack first and why?
- Stats: It’s all about numbers.
- Enemie tables: What to spawn and why.
- Boss Fight!: How to keep them exciting without exaggeration
- Overworld: Random and avoidable combats, Which to use?
- Create your own JRPG moment!
- The student will learn how and when to tweak numbers like stats, alongside how to design meaningful attacks and items.
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Section 3 - Castletoid - Metroidvania game
- The student will learn about exploration, back tracking, special abilities that interact with the world and also platforming design.
- Designing your world: Pick a theme!
- Combat: Shoot, melee or both.
- Enemy design: How to tease incoming boss with smaller enemies.
- Platform design: Challenge, Rest and Reward moments.
- Blocking a Path: Using enemies as walls.
- Hidden Paths: Hidden in plain sight, the Metroid Style.
- Backtracking: How to keep it fun.
- Powerups: Mandatory and optional for game progress.
- Environmental Hazards: Tease powerups with the environment.
- Bosses and drops: Meaningful rewards for challenging bosses.
- Create your own Metroidvania moment!
- The student will learn about exploration, back tracking, special abilities that interact with the world and also platforming design.
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Section 4 - Zombie Runner 2: Zombies with Guns! - FPS
- This will expand on what we learned in Zombie Runner. This time we’ll focus only on combat and how to make it interesting.
- Creating a terrain: Take cover!
- Muzzle flash: Find the sniper!
- Recoil: Making aim fun and challenging.
- Ammo: Limited, pickable or unlimited.
- No Recoil: Making fun weapons by other means. (Loading is covered here)
- Health: Regain while hidden or limited.
- Deus Ex approach: Making your health more complex.
- Weak Points: Add strategy to your game!
- Create your own FPS moment!
- This will expand on what we learned in Zombie Runner. This time we’ll focus only on combat and how to make it interesting.
I could go on, but I think that would be more than enough for someone to start developing game design skills. Some projects for a section 5 could be: Candy Crush style project for patterns and puzzle design, Warioware style project but I think that would be way too advance for a lot of us, it could aslo be a really fun and challenging project, so, don’t know.
Of course, all of this is just an idea so you guys can pick and grab what you like in the case you decide to make a course like this and I truly hope you do. Thanks for reading!