Game Design Class 1: What Is Game Design?
Goal: Establish shared vocabulary and practice idea generation.
Key Topics:
- Core pillars of game design: Mechanics, Dynamics, Aesthetics (MDA)
- Player experience goals
- Defining “fun” - the most dangerous and elusive word in game design
- Types of fun (Nicole Lazzaro's 4 keys, Bartle’s player types, etc.)
Hands-On Activities:
- Rules Are Powerful:
Take a familiar, simple game (Checkers, Blackjack, Yahtzee). Add a new rule. Theorize how this will change the game, then test to see if your theory is true. Keywords: game balance, emotion, goals, strategy. “A game is a series of interesting decisions”. - Design a Tiny Game in 15 Minutes
Design a game using only the materials provided (paper, coins, dice, tokens) on a specific theme. Teams may include one or more optional “modifiers”. Keywords: constraints, possibility space, scope. - Game Analysis Workshop
In small groups, choose a familiar game and analyze it using MDA or Lens of the Player Experience. Talk about who the game would appeal to most. Keywords: target audience, player personas, motivation.
Assignment/Prep for Next Class:
Think of a game concept you’d like to prototype in the next session — ideally a small mechanic or interaction.
Trainer:
The training is conducted by Brian Bartram - a game developer and non-profit educator with 20 years of experience in AAA games (BioWare, Maxis, Visceral, Massive). Co-founder of Divergent Neurons Academy to empower neurodivergent creators. With past experience building programs for at-risk youth in LA and SF, Bartram is an advocate for inclusive game development and neurodiversity in the games industry.
Practical information:
- Training language and study materials will be in English.
- PROSA will provide for a meal, soft drinks, water as well as sufficient amounts of coffee for the evening.