
Identify four core elements of a game: goals, interactions, obstacles, and rules, and explore primary and secondary goals through examples like Mario and soccer.
Trace the evolution of home video game consoles from tennis for two to the 1980s crash, covering first through third generations, Pac-Man, eight- and 16-bit eras, and backward compatibility.
Learn how the Udemy rating system works, why ratings matter, and when to rate a course, with tips for giving constructive feedback.
Trace the evolution from the 16-bit era to the fifth generation, highlighting backward compatibility, arcade roots, and key consoles like Sega, Neo Geo, Super Nintendo, PlayStation, and Nintendo 64.
Trace the evolution from the PlayStation 2 through the Xbox 360 and Wii, highlighting motion controls, disc formats, handheld innovations, and the rise of app stores and indie games.
Survey PlayStation Vita, Nintendo 3DS, Wii U, PlayStation 4 with VR, Xbox One, and Nintendo Switch, tracing portability, dual screens, and cloud-oriented future gaming.
Explore how game engines differ from apps, balancing physics, math, and player freedom, and compare beginner-friendly Construct with Unity and Unreal to choose the best engine for your project.
Explore the game industry across indie studios, large studios, and publishers; contrasts in budgets, roles, and risk, emphasizes finishing games, building a strong portfolio, and thinking globally while acting locally.
Explore input types across PlayStation, Xbox, PC, and mobile, and learn how biases of familiarity speed up learning. Analyze joysticks, buttons, touchscreens, and motion sensors to design intuitive, handheld controls.
Learn how game arcs connect actions through four elements—tension, relevance, confidence, and satisfaction—and how contrasts and clear goals guide player engagement and reward.
Learn how game loops connect player actions to feedback through input, rules, and conditional logic, guided by players' mental models and biases of familiarity.
Explore the feedback types in games, including error feedback with red screens and failed actions, achievement and upgrade feedback, change cues like discovery sounds, focus shifts, and cutscenes.
Design game transitions across splash screens, start menus, loading screens, tutorials, and cutscenes to smoothly guide players into gameplay while keeping scenes skippable, pausable, and including credits.
Design progression and level design by starting from the middle, teaching players through staged challenges, increasing difficulty with feedback and checkpoints to create engaging gameplay.
Explore game elements, including characters, NPCs, collisions, obstacles, collectibles, and foreground and background design, plus parallax and GUI considerations for immersion.
Explore how animations work in games, covering 2d, 2.5d, and 3d, with art styles like vector, pixel, and pre-rendered 3d, and methods such as sprite sheets, bone-based, and keyframes.
Learn to import and manipulate sprite animations in Gimp, export transparent PNGs for sprite strips, and understand licensing from open game art dot org, including public domain and attribution requirements.
Explore adaptive music, background ambience, and layered sound effects that respond to game events, creating mood and immersion, with practical notes on recording, MIDI, and software.
Learn how to edit game audio with Audacity: split stereo to mono, remove noise, apply fades and amplification, mix multiple tracks, and export to WAV or MP3 with licensing notes.
Explore how game genres are divided by difficulty, with beginner-friendly RPG choices and text adventures, and an overview of mechanics across racing, top-down shooters, and tower defense.
Explore diverse game genres from puzzle platformer and beat him up to roguelikes, RPGs, and massively multiplayer online games, highlighting level design, bosses, and real-time strategy.
Tutorials are teaching tools that show players how to do things step by step, adapting to age and experience while balancing explicit and self-guided learning.
Explore the game design document and the game design canvas, and learn how to capture project scope, team roles, and versions for flexible planning in game production.
Prototype early with paint and Google Slides to sketch game concepts using simple shapes, focusing on ideas over polish. Then refine visuals and add health bars and collectibles.
Prototype quickly to validate ideas using simple shapes and core mechanics in construct 2, install the free version with up to 100 events, and use templates to prototype efficiently.
Learn to prototype with Construct 3 templates, starting from ready-made projects like a top-down shooter, adjusting events, health, bullets, and graphics to tailor your game.
Prototype a simple platformer in Construct 2 by building sprites and floors, applying solid, platform behaviors, then use arrows or wasd for movement and enable camera follow.
Create a basic platformer prototype in Construct 2 by implementing a lives variable, a GUI layer life display, a death screen, and organized death events for restart on key press.
Learn to build a simple shooter in Construct 2 by making enemies with lives, implement bullet shooting, collisions, enemy destruction on zero lives, and visual feedback like flashing when hit.
Explore the four levels of playtesting, from the development team to public play at events. Learn to collect feedback, fix bugs, and iterate before launch.
Explore monetization strategies for your game, including selling the full game with demos, partnerships, in-game purchases, ads, subscriptions, and crowdfunding, while cautioning pay to win risks.
Congratulate learners for reaching this point and celebrate that they are amazing. Thank them for joining the course, invite private messages for help, and express enthusiasm for the next installment.
This course's focus is Game Design, but you will also learn Construct 2, to apply the theory you will learn.
You will learn about many different aspects of Game Design in Digital Games and how they work, such as:
The History of Video Game Consoles
How to choose the best Game Engine for your Necessity
How to build great tutorials
How to give feedback to the player
How to structure a Game Flow and it's transitions
How to get your player addicted to the game
Which are the most common Game Elements and how to organize them
How to create prototypes in minutes
By the end of some classes, I’ll challenge you to do some exercises, to help you learn better. They are not mandatory, but they can make you become a better game designer.
You will also answer some Quizzes, to help you memorize what you learnt even more.
You’ll also be able to download the presentation used in this course.
This course will help you create a bionic eye, after your know how games are made, playing them will never be the same again.
Enroll Now and I See you in the course!
Start creating your own games!