[Game planning that will get you a job if you follow along] Clicker/Puzzle/RPG planning book creation
You can learn how to write a creative plan required for college entrance exams and indie game development. Since the nature of the plan does not require a high level of practical knowledge, you can write a plan that is advantageous for contests and government-supported projects. In addition, you can practice detailed reverse planning for commercialized RPG games.
In addition to the 12-lecture game planning video lectures, we also provide a 12-lecture detailed game planning PDF file (total 202 pages) that you can keep for life.
You can learn how to write a creative proposal for university entrance exams and indie game development.
Because the nature of the proposal does not require a high level of practical knowledge, it can be used to write proposals that are advantageous for competitions and government-supported projects.
You can practice writing detailed reverse engineering plans for commercialized RPG games. This plan isn't simply focused on game design; it encompasses both persuasion and design methods. You'll be exposed to plans from a variety of genres and witness firsthand the process of concretizing a game concept.
All screens of the game are expressed in the plan, making it easier to understand the game planning process.
Since the proposal style is different for each lecture, you will be exposed to a variety of proposal styles and be able to establish your own proposal style.
◆Brief introduction to the curriculum
Section 0. [Planning a Creative Clicker Game]
Lesson 1. Clicker Game Overview and Gameplay Structure (17 Pages) - Game Concepts and Core Play Design Lecture 2. Clicker Game Core Fun Elements / Overall Structure / Story Setting (18 pages) - Story Setting and Game System Structuring. Lecture 3. Clicker Game UI Storyboard / Game Play Screen (20 pages) - UI Screen Structuring and Game Play Screen Design. Lesson 4. Clicker Game Enhancement/Synthesis/Item Shop (17 pages) - Designing Means of Acquiring and Using Goods Lesson 5. Clicker Game Part-Time Job / Agency News System (Page 17) - Designing a Method for Acquiring Auxiliary Goods Lesson 6. Clicker Game Advertising Store / Camouflage Points / Furniture Store & Storage System (22 pages) - Designing the Event System and Decoration System Lesson 7. Clicker Game Agency Map and Ranking / Variant Events / Game Ending (18 pages) - Designing the Ranking System and Game Ending Conditions
Section 1. [Creating an RPG Game Reverse Planning Document]
8th Quarterly. Phenomenon Bulletin Board Reverse Planning Document Definition / UI Structure / How to Play (16 Pages) - System Rules and Play Method Design Lesson 9. Detailed UI Description/Flowchart/Data Table for the Reverse Planning of the Phenomenon Bulletin Board (14 Pages) - System UI and Table Structure Design
Section 2. [Planning a Creative 3D Puzzle Game]
Lesson 10. 3D Puzzle Game Overview / Story / Core Play (15 pages) - Game Concept and Core Play Design Lesson 11. The Fun Elements of 3D Puzzle Games / Overall Structure / Main Menu / Chapter Selection (14 Pages) - Game System Structure and Screen Design Lesson 12. 3D Puzzle Game User Creation Board / Level Design (14 Pages) - User Creation Board and Level Design
Clicker Game Features 🎮
Clicker games are one of the hottest genres on the Google Play Store, along with Raising a Beggar and Middle-aged Knight Kim Bong-sik.
Development doesn't require a lot of resources, and the fun of the game is guaranteed if you design the goods-related system and reward cycle well.
Clicker games can be developed without requiring a high level of practical knowledge, even if you only know the four basic arithmetic operations.
Clicker Game - Bioweapon Dealership
It's a game with the concept of "ruling the world by selling aliens disguised as cell phones."
The plan outlines the process of designing core systems related to the concept of how to dominate the world by selling cell phones.
It borrows systems from existing clicker genres, and allows you to understand the overall planning process of clicker games.
Characteristics of System Reverse Planning 📝
You can study and learn system design methods by reverse-engineering a high-quality system.
The more you reverse engineer a game system, the more data you can gather about it.
Reverse planning a system that fits the trend allows you to conduct thorough market research and later design a competitive system.
System Reverse Planning - RPG Game Phenomenon Bulletin Board Reverse Planning
We are redesigning the 'Phenomenon Bulletin Board' of a market-proven 'RPG game'.
This section details the system planning process for designing a quest system.
You will learn the skills needed to create system documentation, such as flowcharts, data tables, and UI details.
Puzzle Game Features 🧩
Puzzle games are easy to play for anyone as long as they understand the rules, so they appeal to a wide range of age groups.
The fun of thinking about the puzzle-solving process and the sense of accomplishment when you solve it are key.
If you regularly update your puzzle components, your game will have a long lifespan.
Puzzle Game - Stella
The concept is "a game where travelers create interplanetary routes to travel through space."
The process of creating an interplanetary path is designed as a puzzle, and the design of the puzzle is described in the plan.
You will gain a comprehensive understanding of the puzzle game planning process, including puzzle rules, puzzle components, and puzzle stage design methods.
◆ A sneak peek at the lecture
The person who created the lecture Who could it be?
Sunny Rider
PO / Game Planner / Service Planner / Business PM (Current) Lecturer, Freelance Service Planner, PM (Former) 3D Metaverse Service PO / Planning Team Leader (Former) Devsisters Game Planner (Cookie Run Kingdom Planning / Party Party Deco Play Planning Team Leader) Former Head of Highbro Media Headquarters (Dragon Village W PD) (Former) LINE+ game planner (LINE Fighters planning) (Former) NHN game planner (Uparu Mountain planning) (Former) Joycity Business PM (Heroes in the Sky Business PM) #Book: Mobile Game Planning that Attracts Users
Hello, I'm Sunny Rider, a game planner and PO. I've worked in the gaming industry for 17 years, including seven years at Naver. I have experience planning and launching a game (Uparu Mountain) that ranked in the top 5 in overall sales on Google Play, and planning the game system. Game content planning, balance planning, and level design are possible.
I have extensive experience helping numerous individuals pass final rounds at various large and small companies, including Netmarble, LINE, Kakao, Smilegate, Nexon, Neople, Krafton, Joycity, Neowiz, and Bitmango. I leverage my years of coaching experience to create accessible content for beginners aspiring to become game planners or game business managers.
#Corporate lectures available (game planning, game balance, business PM, PO/PD practice related) For lectures and partnership inquiries,please contact bigfish81@naver.com
A student preparing to advance to a game planning-related department with a creative planning book
Those who submit a game plan to the contest
Anyone preparing to create an indie game
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Hello. I am Sunny Rider, a current PO with experience as a PD (Director), PO (Product Owner), Business PM, and Game Designer. I have worked in the game industry for 17 years, including 7 years at Naver. I have experience solo-designing and launching a game (Wooparoo Mountain) that ranked in the top 5 for overall revenue on Google Play, and I am capable of game system design, game content design, balance design, and level design. I have extensive experience helping many individuals successfully land final job offers at various large and medium-sized companies such as Netmarble, LINE, Kakao, Smilegate, Nexon, Neople, Krafton, JoyCity, Neowiz, and BitMango. Leveraging my years of mentoring experience, I create easy-to-understand content for beginners aspiring to become game designers and game business PMs.
Sunny Rider PO / Game Designer / Service Planner / Business PM (Current) Lecturer, Freelance Service Planner, PM (Former) MAXST Metaverse Service PO / Planning Team Lead (Former) Devsisters Game Designer (Cookie Run: Kingdom Planning / Party Party Deco Play Planning Team Lead) (Former) Highbrow Media Director (Dragon Village W PD) (Former) LINE+ Game Designer (LINE Fighters Planning) (Former) NHN Game Designer (Wooparoo Mountain Planning) (Former) Joycity Business PM (Heroes in the Sky)
[Publications] Mobile Game Planning That Attracts Users
[Game Planning/PD/PO/Service Planning] 1. System, Content, Combat, Level Design, Balancing, Paid Item Planning 2. Development Team Roadmap Creation and Schedule Management / Sound Planning 3. Game Migration Planning for Platforms such as Kakao and LINE 4. Overall Development Spec Management / Update Schedule Management
[Business PM/Operations] 1. Web Planning for Metric Design and Data Analysis 2. Operation Tool Planning (Web) 3. Event Planning / Event Web Page Planning (Mobile, Web) 4. Fundamental Data Analysis for Business Teams 5. Offline Event Management - G-STAR 6. Sourcing Operations