Game Design Class 2: Systems & Prototyping
Goal: Build and test a small prototype or mechanic.
Key Topics:
- Core loop, win/lose conditions, feedback systems
- Balancing constraints and creativity
- Paper prototyping and grayboxing
Hands-On Activities:
- Paper Prototype Workshop
Students prototype a game idea (digital or analog) using paper and tokens in small groups (2-3 people). - Playtest + Iterate
15 minutes to test each other’s games and give feedback. Then, 15 minutes to iterate and refine. - Mechanic Mashup
Give random mechanics/themes (“Deckbuilder + Cooking” or “Stealth + Dating Sim”) and have students sketch a game concept using Stone Librande’s “One Page Design Doc” method
Assignment/Prep for Next Class:
Refine the prototype or come up with a new idea based on feedback. Sketch your design using a visual approach similar to the “One Page Design Doc”.
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.