The Board Game Developer - Become A Game Design Ninja
4.6 (15 ratings)
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The Board Game Developer - Become A Game Design Ninja

Learn the principles of game design by developing board games, paper prototyping video games and more.
4.6 (15 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
232 students enrolled
Last updated 8/2017
English
Current price: $10 Original price: $50 Discount: 80% off
5 hours left at this price!
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Includes:
  • 5 hours on-demand video
  • 1 Article
  • 4 Supplemental Resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Learn game design theory and apply it in a practical way to developing engaging board games
  • Create / prototype your own board games as practice challenges throughout the course
  • Be able to create a compelling experience for your players
  • Quickly iterate and improve your game's design
  • Be able to self-publish and publicly launch your own board game
  • Come up with new board game design ideas and execute thoroughly on those ideas
View Curriculum
Requirements
  • A love of playing games of all kinds and interest in being a better game designer
  • A desire to keep evolving a game idea until it snaps into life
  • Some prototyping tools will be useful such as dice (physical or virtual), and pens, paper and scissors.
Description

Want to learn how to be a better game designer by applying the principles of game design to board games?

Do you have a great idea for a board game and need to know how to make it work?  Do you have some ultra smart mechanics but need to figure out the perfect theme?  Are you stuck trying to figure out where designers get their ideas from?

You're in the right place!  We're here to help you communicate your game design into an excellent player experience.

Starting from first principles and using fun projects we'll help you to make board games from scratch. You'll be having fun with your friends in just a few hours, and who knows - you may just make the next smash hit game...

Who is the target audience?
  • Budding board game designers
  • Video game designers who want to improve their games by having a stronger understanding of game design principles
  • People excited to turn their love of play into new and wonderful board games!
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Curriculum For This Course
37 Lectures
04:50:15
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Grid Game: The Designer's Toolbox
14 Lectures 01:51:14

Yann and Rick welcome you to the course and explain what we'll be covering in Section 1 of the course.

Preview 01:06

Toolbox topic #1: Victory Conditions.

  • Where to start when designing your games?
  • What are some of the victory conditions that games use?
  • Let's start designing a (simple) game.

(Unique Video Reference: 2_TB_BGD)

Preview 09:10

We're going to be covering a lot of material in this course, so Rick and Yann have put together The Designer's Notebook.  In it you'll find all the lists and definitions covered throughout the course.  We encourage you to refer back to it often, and if you have any suggestions for things you'd like added to it, let us know in the discussions!

You can access it here: https://goo.gl/6sP1b1 

The Designer's Notebook
01:15

Toolbox topic #2: Mechanics

  • What are mechanics and how are they different from rules?
  • What are some basic mechanics we can play with?
  • What happens if we change a mechanic in our game?
Mechanics
08:41

Toolbox topic #3: Rules

  • What are the different kinds of rules
  • How does changing a single rule change our game?
  • Define the basic rules for our Grid Game
Rules
11:34

If we're going to design some games, it's probably a good idea to have a working idea of what that means.  In this video, Yann explores some of the facets of game design and suggests a working definition for the course.

Preview 04:53

Toolbox Topic #4: Player Experience (Option 1) - Building From the Mechanics

  • Where do we start the design process?
  • Player Experience
  • How do we find the right mechanics for a player experience?
  • How do we find the right theme for the mechanics?
  • Picking the right core mechanics and theme for our grid game.
Player Experience Option 1 - Building from the Mechanics
11:08

Toolbox Topic #5: Player Experience (Option 2) - Building From the Theme

  • Where do we start the design process?
  • Player Experience
  • How do we find the right theme for a player experience?
  • How do we find the right mechanics for the theme?
  • Picking the right theme and core mechanics for our grid game.
Player Experience Option 2 - Building from the Theme
07:28

Test Your Understanding 1.1
5 questions

Toolbox Topic #6: Components

  • What are some of the more common components?
  • How can we use them?
  • How do we pick the qualities of our components?
  • Picking the components for our grid game.
Preview 13:36

Toolbox Topic #7: Player Choice

  • What is player choice?
  • How much choice is the right amount?
  • How do we apply choice to our game?
Player Choice
13:29

Yann looks at Escape from the Curse of the Temple to see how the ideas we've covered in the course apply to the design.

Case Study 1: Escape From The Curse Of The Temple
06:43

Game design relies on good playtesting - how do we prepare for our first playtest?

Preparing to Playtest
07:18

In the first playtest of Yann's grid game, Future Sumo, we found that the intended player experience and the actual player experience didn't match.  In this video, Yann looks at what we can do about that.

Using Feedback
09:05

  1. Matching player experience to play test results
  2. How to solve issues such as being boring with tuning / tweaking rather than adding more features


Solve With Tuning
05:48

Test Your Understanding 1.2
3 questions
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The Floor is Lava: Deeper into Design Theory
12 Lectures 01:37:46

It's time for section 2, where we'll be making a 2-4 player, 10-15 minute game featuring a pick-up and deliver mechanic.  Let's delve deeper into design theory!

Section 2 Introduction
01:05

Now that we have a working definition of what a game is, it's time to ask ourselves what it is we want the players to experience as they play.  In this video, Yann explroes the basic questions to ask when starting to design a game, and we being designing our first game.

Player Centric Design
05:10

We cover 7 methods for coming up with game design ideas.

Coming Up With Ideas
19:12

In this video Rick discusses his particular process for tapping into a high level of inspiration for coming improving his design.

Design Inspiration
02:31

Unifying all the elements of a game around a single key experience can vastly improve the players' experience.  In this video, Yann explores what the essential experience is and how that relates to our game.

Essential Experience
05:29

In this video, we explore the concept of user interface design as we create our prototype inventory system

Preview 07:06

With the core ideas of the game decided, it's time to create the play space.  In this video, Yann guides us through designing the prototype of the board.

Game Space: The Board
09:00

It's time to add movement to our game!  Yann walks us through the more common movement mechanics and explores what makes a choice "interesting".

Basic Mechanics: Movement
10:48

We're getting close to having a playable game.  In this video, Yann walks us through what other actions are needed in our game and explores the ideas of cost and risk.

Cost and Risk: Actions
08:10

Our game is almost ready - in this video, we fill in the gaps and design all of the items that players can find.  as we do so, Yann builds on the idea of choice while discussing trade-off.

Tradeoff and Choice: Designing Items
11:07

Our game is made!  But... it's not ready.  In this video, Yann explores the nuances of playtesting.

Iterative Design: The Why and How of Playtesting
08:17

We close out the section with a look at how the first playtest for The Floor is Lava went.

Playtesting The Floor Is Lava
09:51
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Deck Builder: Adding the Awesome
10 Lectures 01:20:56

It's time for Section 3!  Here we'll be exploring advanced concepts and techniques while we make a deck building game.

Welcome to Section 3!
00:50

If we're going to make a deck builder, we should probably talk about what they are!

What's a Deck Builder?
08:07

Yann shows us Paperback by Tim Fowers, a thoughtful, light and lovely little deck builder.

Case Study 2: Paperback
05:14

There are a lot of things we can do when we feel like we don't have enough ideas for a game... but what do we do if we have too many?

Preview 10:37

The scariest bit of making a deck builder is actually making the cards.  In this video, Yann talks us through how to design the economy of a game and apply it to a deck builder.

Creating a Game's Economy: Making the Cards
10:35

We want our players to know and understand all the information there is in a game... except when we don't.  In this video, Yann looks at how making some information secret can make a game amazing.

Secrets: Obscuring Information from Players
09:31

A lying mechanic can make or break a game.  On this video, Yann explores the tips and traps of using bluffing and betrayal mechanics.

Lies: Bluffing and Betrayal
15:28

Populating your Deck
06:58

Cooperative and team games rely on good communication.  in this video, Yann explores how to make these games even better by removing that communication.

Silence: Making Cooperative Games Awesome
07:14

Preparing to Playtest our Deck builder
06:22
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More Content Coming Soon!
1 Lecture 00:18
More Content Coming Soon!
00:18
About the Instructor
Yann Burrett
4.6 Average rating
11 Reviews
232 Students
1 Course
Theatre Educator, Adjunct Professor, Teaching Artist

Hi!  I'm Yann!

I'm a theatre educator with a Master of Science in Theatre Education degree from the City College of New York and a Bachelor of Arts degree in Drama and Theatre Arts from Goldsmith's College, University of London.  I currently live in New Jersey, where I teach classes in everything from undergraduate theatre history and public speaking to family retreat courses in group improvisation and theatre games.

I'm a passionate advocate for quality education in all fields, and my pedagogy is routed in a "learner-centered" model.  I love my cats, teaching, playing computer, board and card games, exploring forests and cooking.

Rick Davidson
4.7 Average rating
1,212 Reviews
14,065 Students
3 Courses
Game Career Coach with 13+ years in the Video Game Industry

Rick Davidson has been making video games for a living for more than 13 years as a Designer, Producer, Creative Director, and Executive Producer, creating games for console, mobile, PC and Facebook. He founded an Indie game studio, Inspirado Games, which was acquired in 2012 by Electronic Arts / PopCap. He has worked on cool IPs such as Mario, Transformers, Captain America and Mortal Kombat and created successful new IPs from scratch (such as "GardenMind" which was nominated for Canadian Game of the Year in the social / mobile category).

As a qualified Career Coach, Rick has helped thousands of people achieve their dream of making games for a living - both as Indie Game Developers and as valuable game industry employees.

GameDev.tv by Ben Tristem
4.7 Average rating
53,685 Reviews
261,840 Students
8 Courses
Learn to Make and Sell Games

GameDev tv was created by best-selling Udemy instructor Ben Tristem to help anyone learn how to develop, design, and sell indie games.  Our team supports Ben in making and maintaining high quality courses that are engaging and entertaining for more than 240,000 students.

GameDev tv offers comprehensive courses on Unity, Blender, Unreal and coding in C#, C++ and more.  Looking to learn about a topic that we don't cover?  Visit our community page and let us know.