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Game Product Management

First Encounter with Game Design: Rules, Experience, Documentation, Designer

This is an introductory course that provides a comprehensive overview of the world of 'game planners,' the invisible designers of games. It introduces ideas, rules, experiences, documentation, and various work tools and methods that planners need to know.

16 learners are taking this course

  • machinetutor
게임기획
게임개발
게임기획자
게임기획문서
Game Planning
documentation
career-development
game-introduction

What you will learn!

  • The Role and Mindset of a Game Designer

  • Types and Functions of Game Design Documents

  • Practical Tools and Know-how Used by Game Planners

  • Iterative Development and Testing Methodology

  • Understanding of UX and Level Design, Story Structure

  • Game Designer Career Growth and Role Evolution

From Ideas to Systems, Player Emotions to Structure — Entering the World of Game Design

"Game planner? Isn't that just someone who comes up with ideas?" If you thought that, it's a big misunderstanding.

A game designer is someone who designs everything from the emotions players will feel to game rules, reward systems, and even the world setting. They also serve as a coordinator who ensures the entire development team is working toward the same vision.

This course is a starting point for those who say "I want to become a game designer, but I don't know where to start."

Composed of a total of 17 lectures, you can learn the essential knowledge needed to become a game designer "broadly but not too deeply," covering everything from rule design to play experience, proposal writing, UX, level design, prototyping, and career growth strategies.

After listening to everything, you'll completely understand and think "Ah, so this is what planners really do!" You'll also be able to see the process of how ideas become actual games.

I recommend this for people like this

Game Planning Beginners / Job Seekers

Aspiring planners and job seekers who want to learn how to turn vague ideas into actual game plans.

Indie Developer / Solo Developer

Someone who needs to directly perform the planner's role, including document creation, rule design, balance adjustments, and prototype development, in an environment where it's difficult to have a dedicated planner.

Entry-level professionals / Career changers

Already working in the game industry but wanting a deeper understanding of planning roles or early-career professionals / career changers considering a job transition.

After taking the course

  • You will be able to view games from the perspective of a game designer.

    • Previously, games that I only felt were 'fun'

      You will be able to analyze from the perspectives of rules, systems, and emotional structures.

    • A shift in thinking occurs where ideas are expressed through objective structure and design rather than intuitive 'instinct'.



  • You will understand the relationships and components of actual planning documents.

    • GCD, GDD, LDD, QA and other planning documents' roles and interconnected relationships systematically, and

      You can take the first step toward building your own small portfolio of planning documents.

    • "Why this document is needed and where to start using it" becomes clear.

  • You will learn about practical tools used by game planners.

    • You will gain a comprehensive understanding of the main practical tools used by game planners.

    • You will learn about prototype development and iterative testing process methodologies.

  • You will understand the concept of emotional curves in UX and level design.

    • Understanding the five elements of UX (cognition, manipulation, feedback, rhythm, and identity),

      You'll understand why it's important to plan 'when and what emotions to make the player feel.'

    • You will learn the importance of designing the rhythm of immersion and rewards, which is the core of level design.

  • You can draw a career roadmap for growing as a planner.

    • You will understand the career growth stages from Junior → Senior → Lead → Director, and identify the core competencies and role changes required at each stage.

    • Based on this, you will be able to plan for yourself 'what kind of planner you want to become' in the future.


Features of this course

This course comprehensively covers 17 essential topics that game designers must know.

This is an introductory course covering 17 topics of essential job knowledge and know-how that game planners must know. Rather than diving deeply into each topic, it proceeds in an 'introductory manner' for beginners, so even those without prior knowledge or experience in game planning can take the course with a light heart.

All lecture slides are provided as PDF files.

We provide the slides used in each lecture as PDF files. You can use them to take notes while listening to the lectures or utilize them in various ways for review purposes. Since many technical terms appear throughout the course, rather than just listening to the lectures once, combining the learning process with reviewing using the slide PDF files will greatly enhance the effectiveness of taking the course.


Accurate lecture content delivery and concise explanations without unnecessary details

Like my other lectures, this lecture was also recorded using AI voice. Since the latest AI model was used, 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 not even a second of wasted time.

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.

You'll learn this kind of content

Section (1) The Role and Mindset of a Game Designer

A game designer is not simply someone who comes up with ideas, but someone who designs the rules and experiences of a game, as well as the emotional changes of players. In this section, you will learn the role and mindset of a game designer and acquire the perspective of a 'system designer' rather than a simple 'idea proposer'.

Section (2) Understanding Game Design Documents

Planning documents help teams move toward the same goal. This section introduces how game planning is systematically written and communicated through various documents such as GCD, GDD, LDD, QA, and more.

Section (3) Tools and Methods That Practical Planners Must Know

Planners must transform ideas into executable systems. In this section, we will teach you about collaboration tools and prototype creation, story structure design, and the planner's role in iterative development processes, as well as the process of perfecting fun through experimentation and validation.

Section (4) UX, Level Design, and Career Growth for Planners

In this section, you will learn the core principles of UX and level design, and organize the competencies and directions needed at each growth stage as a game planner. The career roadmap you learn in this section will help you envision your future as a game planner.

Do you have any questions?

Q. I'm a complete beginner who knows nothing about game planning. Is it okay for me to take this course?

Of course.

This course is designed as an introductory course for those who are learning game planning for the first time. No special prior knowledge is required to take the course. Please take it with a light heart.

Q. Does the course include hands-on practice?

No. This course is a theoretical course that covers 'game planning' in general. It does not include hands-on practice and focuses on enhancing overall understanding of game planning. Courses that include hands-on practice will be conducted in separate future courses.

Q. Can I become a game planner with just this course?

This course is an introductory program that guides you through 'the first steps to becoming a planner'. In other words, it's more like a map that sets your direction. Therefore, this course alone may or may not be enough to become a game planner.

However, what is certain is that after taking the course, you will be able to get a clear sense of what to consider when creating a portfolio or participating in projects, and how you should approach your work.

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.

  • Additional reference materials are provided depending on the course. For example, in the Game Concept Design (GCD) course, we have made it possible for students to download example design document PDF files that you can refer to.

  • If there are good reference material links, I've also added those links and explanations to the lecture commentary section so you can reference them immediately.

Prerequisites and Important Notes

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

  • However, if you have extensive experience playing games themselves, it will be helpful when taking the course.

  • It would be particularly advantageous if you have extensive knowledge of gaming terminology.

Recommended for
these people

Who is this course right for?

  • Aspiring Game Designer / Job Seeker

  • Indie Developer / Solo Developer

  • Working professionals in their early career / Those hoping to transition to game planning

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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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17 lectures ∙ (1hr 26min)

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