Do you have an idea for a stellar game world, but aren’t sure how to figure out the gameplay loop? If so, Game Mechanic Design Fundamentals is the course for you. First, analyze the game's objectives. Next, find the fun within your world. Finally, document and analyze your gameplay, and prepare yourself to iterate after prototyping. Upon completion of this course, you’ll have the understanding and skills necessary to start documenting mechanics for your future game.
Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.
Course Overview Hi, my name's Thomas Winkley, and I'm the project manager for Swords and Shovels here, at Pluralsight. I'm Joshua Kinney, the game designer behind Swords and Shovels and the master trainer at Unity Technologies. In this course, Game Mechanics Fundamentals, you're going to learn how to approach your game design document, which you should've already built, and you're going to flesh out the gameplay because we think that that's the most important part of any game is how your player is going to experience your game. Now this is a conversational type of course where we're going to talk through how we developed Swords and Shovels and how we approached the gameplay itself. And so hopefully by the end of this, you will have learned how to approach your own gameplay, some ideas on what you should think about during that process, how to document it, and how to communicate effectively to your team members to get exactly what's in your head onto the screen.
Perfecting Your Design Plan When you're going through this, you're going to make lots of decisions. Yeah. Don't feel like your prototype, the work that you've put in, is the final thing. Right. We might find later on down the road that a particular AOE effect or some sort of skill is overpowered or underpowered. Sure. We can modify the values that are in there, and that's where those spreadsheets come in. Yep. You know, as a game designer, make sure your spreadsheets of what are the values that we need for these attacks, and what are the things that can counter this attack? Yep. And that's where you start getting into enemies. Yeah. And you can start to design architypes for your enemies. Yep. And so all of this stuff starts to really snowball pretty quickly. Well and I think it adds to the complexity and the fun, right, because then fights go beyond just like click to swing, and oh, maybe this enemy has a big attack that I actually can't block and I need to dodge now, right? And then, so now you're fighting one enemy that's fast and you need to hit quick and another enemy you need to dodge, and suddenly these juicy, if you will, fights start happening where you have to really think and focus, and that can add some real fun to it. Yeah. And I think another thing we need to think about as far as fun, and we're going to get into that, is what is your audience level? Who are you making this game for? Right. And that's really going to affect your gameplay loop and how you design this.