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The Art of Combat System Design: Action Adventure & Souls-like

If you've been struggling with why combat feels frustrating or why the impact doesn't come alive, this course is the solution. We break down the core principles of designing combat systems for action-adventure and souls-like games in the easiest and clearest way possible, helping anyone create systematically designed combat systems based on structured knowledge rather than just 'simple intuition'. Through this course, you'll be able to theoretically systematize what was once vague combat system design and learn the application principles through real examples from various games.

7 learners are taking this course

  • machinetutor
전투시스템
게임기획
게임개발
게임디자이너
게임기획문서
Game Planning
game-development
system-design
game-introduction

What you will gain after the course

  • You will learn to analyze the motion, sound, camera, and effect elements that make up hit impact, and how to design them.

  • You will understand the concepts of hitbox and hurtbox detection and be able to design fair and reliable combat judgment methods.

  • You will learn how to implement smooth and natural combat flow using input canceling and input buffering.

  • You will be able to understand the relationship between frames, timing, and animation to coordinate combat tempo and rhythm.

  • You can complete a feedback system that enhances the tactile feel by combining sound, vibration, and screen effects.

  • You will develop the ability to understand the structure of combat resource systems such as stamina, gauge, and cooldown, and design difficulty and play strategies.

  • You can configure combat experiences from general battles to boss fights by understanding enemy AI, patterns, and learning structures.

A good combat system is systematic design, not just 'intuition'

"The impact feels weak."
"Why is the combat so frustrating?"
"I don't know what the problem is... but the game isn't fun."

The problem that most teams face when creating combat systems is
'not knowing what needs to be fixed' is the biggest obstacle.
The reason why combat doesn't improve even when you change screen effects, add visual effects, or refine animations...

The answer is that the satisfying feel of combat is created based on carefully designed systems rather than just intuitive sensation.

This course is a theory and example-focused lecture that helps you understand
impact feel, hit detection, timing, feedback, camera, resource systems, AI, patterns, boss battles
—all the elements that support action games and souls-like combat—as a 'systematic framework'.

In this course, you will learn these things

The Essence of Impact Feel: 4 Sensory Elements That Create Hand Feel

You'll understand how motion/sound/camera/effects are combined to create the 'right feel'.

Feedback Loop: A Systematic System That Immerses Players in Combat

Learn how to design the flow of feedback that leads from attack → reaction → reward.

Combat Camera: A Perspective That Simultaneously Controls Player Emotion and Difficulty

Understand how camera shake, zoom, and field of view affect combat tempo and difficulty.

Structure of Hit Detection: Fair Design of Hitboxes and Hurtboxes

Learn the design principles of hitboxes and hurtboxes that create clear and reliable hit detection.

Input Canceling and Input Buffering: Connection Techniques That Create Smooth Combat

Design input processing so that player controls flow naturally and continuously without interruption.

Frame-Based Combat: The Science of Timing That Creates Tempo and Rhythm

It covers the core of combat rhythm, including startup frames, active frames, and recovery frames.

Animation-Based Design: Alignment of Movement and Hit Detection

Learn the principles of designing so that visible actions and actual judgment timing align perfectly.

Sound/Vibration/UI: Sensory Feedback That Perfects the Feel

Learn how impact sounds, hitstop, vibration, and screen effects contribute to combat feel.

Resource System: Creating Strategy with Stamina and Gauges

How to limit player choices and make them think through stamina, cooldown, and gauge systems.

Resource Balancing: Matching the Ratio of Risk and Reward

Learn the criteria for adjusting resource consumption/recovery balance that determines the difficulty and tempo of combat.

Enemy AI Design: Creating Enemies That Players Can 'Read'

Learn the principles of enemy behavior that feel fair, including telegraphed actions, pattern structures, and sight/tracking logic.

Pattern & Difficulty Design: How to Structure Patterns that Create Combat Flow

Learn how to design combat density and difficulty through the composition, variation, and intersection of attack patterns.

Boss Battle Design: Creating Phase Structure and Learning Curves

You'll learn how to control tension and relief through boss health, patterns, and phase transitions.

This is recommended for people like this

  • A planner who is overwhelmed about where to start when first taking on a combat system

  • Solo/indie project game developers suffering from inability to achieve satisfying combat feel

  • Action and Souls-like combat for beginner designers who want to learn through systematic principles rather than intuition

  • Game system planners who are struggling because they don't know where to start getting stuck with enemy AI/pattern composition/difficulty design

  • Artists struggling with the issue where effects/sound/UI/camera work separately and combat doesn't come together as one cohesive experience

After taking the course, you will change like this

  • You'll be able to design combat systems logically and systematically rather than relying on intuition.

  • You will gain judgment criteria to analyze and explain "why combat feels frustrating" in games under development.

  • You can control all components of combat including hit feel/judgment/camera/timing/feedback.

  • You will gain practical skills to directly improve and tune your own project performance.

  • You can complete the entire combat design flow that extends to AI/pattern/boss battle design.

Features of this course

We cover the core principles that make up action combat within the overall flow.

Modern action games and souls-like combat are created through the organic integration of numerous elements including impact feel, hit detection, input processing, resource systems, AI, boss battles, and more. In this course, we organize all the core elements that make up combat into a single flow, teaching you how to systematically understand and design 'action game combat systems' that many game designers find challenging.


All lecture slides are provided as PDF files.

The slides used in the lecture are provided as PDF materials for review.
By utilizing these materials, you can take notes directly on the PDF for key concepts or print them out for note-taking,
and refer to them frequently when designing your own projects or portfolios.


Efficient learning is possible through clear explanations and compressed progression using AI voice.

Like my other lectures, this lecture was also recorded using AI voice. Since I used the latest AI model, it delivers the lecture content with accurate pronunciation and natural explanations that are on par with professional voice actors.

All lectures were recorded and edited using pre-prepared lecture scripts, and as a result, you will be able to experience the most compressed lectures with no wasted time, not even a second.

Additionally, thanks to AI's accurate pronunciation, nearly 100% accurate automatic subtitles are generated. Therefore, it has become possible to deliver improved lecture content to those who listen to classes with subtitles enabled.

And I've added slight variations to the AI voice tone for each lecture. Therefore, you can listen without getting bored, as it feels like each lecture is being explained by a different instructor.

Pre-enrollment Reference Information

Learning Materials

  • In all lectures, we provide PDF versions of the slides used during recording. You can download and use them freely.

Prerequisites and Important Notes

  • There are no special prerequisites required to take this course.

  • It would be good to have at least minimal action-adventure and souls-like game gameplay experience.

  • Being familiar with development terms used in game development (feedback, AI, animation frames, etc.) will make it easier to understand the lectures.

Recommended for
these people

Who is this course right for?

  • A game designer struggling to figure out why the combat they're planning feels frustrating and can't pinpoint the reason

  • Solo developers/indie developers who need to directly handle combat design including hit feedback, hit detection, camera systems, etc.

  • Beginner planners/students who want to learn soulslike and action combat systems through systematic principles rather than intuition

  • Enemy AI, Pattern, and Boss Battle Design Methods for Combat System Design Beginners Who Feel Overwhelmed

  • A director/art director who is struggling because the effects, sound, and camera direction of the combat being produced are not working together cohesively

Need to know before starting?

  • There are no special prerequisites required to take this course.

  • It would be good to have at least minimal action-adventure and souls-like game gameplay experience.

  • Familiarity with development terms used in game development - feedback, AI, animation frames - will make it easier to understand the lectures.

Hello
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640

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24

Reviews

1

Answers

4.9

Rating

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Courses

다양한 실무 게임 개발 경험을 가진 현업 개발자입니다. PC, 온라인, 모바일, 콘솔, VR 등 다양한 플랫폼을 대상으로 한 상업용 게임 개발에 참여해 왔습니다. 제 강의는 AI 음성을 이용하여 제작됩니다. 그래서 머신 튜터입니다.

Curriculum

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24 lectures ∙ (1hr 47min)

Course Materials:

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