
Explore practical game design principles for board and digital games, covering rules, mechanics, prototyping, game dynamics, story worlds, interfaces, agency, and systems.
Explore the philosophy and psychology of why we play games and how rules shape behavior. Learn to design a production-ready board game prototype from ideation to balancing, including print-and-play options.
Explore how games originate in play and pretending, map the big five traits to play styles using the Ocean acronym, and compare cooperation and competition as core strategies.
Design and test gains for players through prototyping, testing, and refinement to deliver enjoyable experiences. Explore affordances, dynamics, emergent gameplay, core loop, and skill-based difficulty.
Explore how pillars and feature sets shape game design by detailing elements and game state. Compare embedded and emergent narratives, and show how theme, scenario, and backstory guide player decisions.
Balance games by adjusting outcome weights and probabilities, while players act within deterministic or non-deterministic systems. Manage feedback, tradeoffs, tactics, and momentum to reach the end condition and strategic goals.
Balance challenging yet fair gameplay through mathematical analysis of chance, probability, tools, and playing styles to sustain flow, and contrast symmetric versus asymmetric play within the game economy.
Learn how visual hierarchy guides attention and understanding in board game design by using size, contrast, typography, color, and visual cues to highlight objectives and actions.
Explore how typography and font choices shape the aesthetics and readability of a board game prototype, including serif, sans serif, script, display, and monospaced types, with readability and legibility considerations.
Apply Gestalt principles to typography to improve board game prototypes; use proximity, similarity, contrast, continuity, closure, and figure-ground to create visual coherence, readability, and effective use of negative space.
Explore color theory for board game design, using Adobe Color palettes, color wheel with primary, secondary, intermediate colors, harmony like complementary, analogous, and triadic, plus contrast, consistency, accessibility, and playtesting.
Explore how a video game's fictional setting uses visuals, music, and sound effects to convey culture, mood, and gameplay, linking environment, moral code, and social structures.
Explore how game genres split into narrative and gameplay categories, with story genres like fantasy, history, science fiction, and war, while gameplay types shape experience through maps and spatial awareness.
Explore how level designers shape environments, lighting color palette, and sound to create immersive worlds, while tutorial missions teach core mechanics and reflect the protagonist's growth within the story.
This course presents a complete toolkit of ideas for understanding and making games. It is based on my university course, Introduction to Game Studies: Theory and Design, which is a course designed as a general elective that anyone in the university can take. As such, the course is entirely non-technical, and so doesn't teach a game engine like Unity or Unreal. All of the topics covered in the course, however, can be practically applied to making games.
A unique feature of this course is that it is designed to be equally useful whether you are interested in making board games or video games. This course covers a complete toolkit of ideas for understanding and making games. As such, the course is entirely non-technical, and so doesn't teach a game engine like Unity or Unreal. All of the topics covered in the course, however, can be practically applied to making games, whether it's a digital video game or an analog board game.
The first half of the course is actually focused on game theories and examples based more on board games, because obviously analog games have been around for thousands of years prior to the development of digital games. So, to lay the foundations for game design principles, we cover a lot of the main ground of game design theory by relating to examples of board games which are much easier to prototype and perhaps even more familiar to many compared to computer-based games.
The course is divided into four thematic sections, which build on each other:
The General Principles of Game Design
Storyworlds, Game Worlds & Interfaces
Agency, and
Systems
The course content is also structured to support a challenge project to design a prototype board game, to solidify the learning.