Overview
Syllabus
Speedrunning - Games Done Quick and Developer Tips - Extra Credits.
Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits.
The Pacing of PUBG - The Thriller Tension of Battlegrounds - Extra Credits.
Energy Systems - How Casual Games Suck You In - Extra Credits.
Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits.
Simulation Sickness - Causes and Cures for Game Headaches - Extra Credits.
Choice Paralysis - Too Much of a Good Thing - Extra Credits.
Affordances - How Design Teaches Us Without Words - Extra Credits.
Tutorials 101 - How to Design a Good Game Tutorial - Extra Credits.
Accessibility - The Curb Cut Effect - Extra Credits.
The Pre-Production Problem - How to Improve the Planning Process in Game Design - Extra Credits.
Persona 5 and Jungian Psychology - Masks, Major Arcana, and Meaning - Extra Credits.
The Content Conundrum - Why So Many Games Feel Generic - Extra Credits.
A Case for Board Games - Why Board Games Help You Make Better Video Games - Extra Credits.
Overlooked - The Hidden Potential of Hidden Object Games - Extra Credits.
Ladders and Team Games - Doing it Wrong - Extra Credits.
Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits.
Combining Genres - How to Pick the Right Design Mechanics For Your Game - Extra Credits.
De-Gamification - Flexibility to Play Your Way - Extra Credits.
"Art" Is Not the Opposite of "Fun" - Why Analyzing Games Makes Them Better - Extra Credits.
Evil Races are Bad Game Design - Bioessentialism & Worldbuilding - Extra Credits.
Free-to-Play's MECHANICS are Great - The Mini-Game Revolution - Extra Credits.
Awesome Per Second - Don't Waste Time - Extra Credits.
The Price of Randomness - Balancing RNG - Extra Credits.
The Prisoner's Dilemma - The Game Theory of Decision-Making - Extra Credits.
Save Scumming - The Game Design of Save Systems - Extra Credits.
Escort Missions - Dragging Dead Weight - Extra Credits.
Metrics - The Danger of Data-Driven Game Design - Extra Credits.
The Disappointing Final Level - Making Better Endings For Better Games - Extra Credits.
Loading Screens - The Waiting Game - Extra Credits.
Did Level Scaling Break Games? - Leveling in Open World Design - Extra Credits.
The Kobayashi Maru - No-Win Scenarios in Games - Extra Credits.
Diegetic UI - Realistic, or Distracting? - Extra Credits.
The Catharsis of Doing - Designing Emotionally Intense Experiences - Extra Credits.
Fable Legends - The Challenges of Asymmetric Multiplayer - Extra Credits.
The Kuleshov Effect - Improving Character Interactions in Games - Extra Credits.
Tutorials That Don't Talk Down To You - Context Sensitive Design - Extra Credits.
When a Game is Too Long - Respecting the Player's Time - Extra Credits.
The New Player Experience - Hooks, Tutorials, Rewards - Extra Credits.
Optimal vs Fun - Designing for Different Playstyles - Extra Credits.
The Trolley Problem - Designs With No Right Answer - Extra Credits.
RPG Character Sheets - Designing Gameplay Around Character Customization - Extra Credits.
Ma, The Space Between - Uncluttered Game Design - Extra Credits.
Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits.
Mechanics Shaping Story - Re-examining the Core Gameplay Loop - Extra Credits.
Achieving Vicarity - Creating Livable Fiction - Extra Credits.
Gamification Sucks... - How to Improve Gamification - Extra Credits.
Gestalt - The Parts and the Whole - Extra Credits.
Using Narrative as Context - Balancing Gameplay and Story Elements - Extra Credits.
User Generated Content - The Upsides and Pitfalls to Level Editors - Extra Credits.
The Importance of Not Playing Games - A Balanced Game Design Education - Extra Credits.
Aspirational Play - Adding a Sense of Wonder to Game Design - Extra Credits.
Should You Play the Classics? - Why Game History Matters - Extra Credits.
The Real Core Loop - What Every Game Has In Common - Extra Credits.
The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits.
The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest - Extra Credits.
Overwatch and Informational Audio - Sound Design in Games - Extra Credits.
How Games Challenge Us - Empathy and Intuition in Puzzle Design - Extra Credits.
The Four Types of Video Game Designers - Game Design Specializations - Extra Credits.
Making Better RPG Classes - What Makes a Class Classic? - Extra Credits.
Character Creators & Cyberpunk - Player Freedom in Expression - Extra Credits.
Building Streaming Into Your Game - Designing Games for Observers - Extra Credits.
Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits.
The Bystander Effect - Standing Up From the Crowd - Extra Credits.
Final Fantasy VII: Breaking the Remake - Reboots, Remasters, and Remakes - Extra Credits.
Shark Attack! Thursday at Noon - Variable Ratio & Interval Schedules - Extra Credits.
Fail Faster 2: Fail Better - Iteration & Feedback - Extra Credits.
Helping Your Players Design - 6 Rules for Design Tools - Extra Credits.
Is Your Game Controlling You - Compulsive Design in Games - Extra Credits.
Taught by
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