Train2Game Games Designer
Course
Distance
Description
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Type
Course
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Methodology
Distance Learning
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Location
Luton
Facilities
Location
Start date
Start date
Reviews
Course programme
Section 1 Part A
- Introduction
- The Game Designer
- What is a Computer Game?
Lesson 1
- Computer Game Genres
- Introduction to Game genres
- Action Games
- FPS
- Fighting Games
- Platformers
- Strategy based games
- Role playing
Lesson 2
- The Development Process
- High Level Concept
- Pitch Doc / Proposal
- Full Design
- Prototype
- Proof of Concept
- The Vertical Slice
- Full Production
- Pre-Alpha
- Alpha
- Beta
- Q/A submission
- Hardware Submission
- Master Candidate
- Gold Master
Lesson 3
- Competitive Game Analysis
- Introduction to Game Analysis
- Examples & Exercises
Section 1 Part B
Lesson 4
- Computer Hardware Formats
- Introduction to the Hardware
- Understanding Hardware restrictions
- Hardware submission restrictions
Lesson 5
- Documenting Your Game 1/3
- Benefits of Documentation
- Pitch Document
Lesson 6
- Documenting Your Game 2/3
- Story Bible
- Script
Lesson 7
- Documenting Your Game 3/3
- The Design Document
- Technical Design Document
- Test plan
Section 1 Part C
Lesson 8
- Principles of Game Design 1/4
- The Structure of Games
- What players want
- Brainstorming a game idea
- The importance of sound and music
- Fundamentals
Lesson 9
- Principles of Game Design 2/4
- Design considerations for Massively Multiplayer
- Paper Design
Lesson 10
- Principles of Game Design 3/4
- Genre Specific Game Design Issues
Lesson 11
- Principles of Game
- Design 4/4
- Dialog and Story
- Level Design
Lesson 12
- Polishing
Lesson 13
- PR and Marketing opportunities
Lesson 14
- Tools of the Trade 1/5
- Office Suites
- 3d modeling packages
- Art Tools
Section 2 Part A
Lesson 15
- Tools of the Trade 2/5
- Middleware
- Level editing
- Physics
- Engines
Lesson 16
- Tools of the Trade 3/5
- Production Tools
- Sound Editing Tools
Lesson 17
- Tools of the Trade 4/5
- 3D construction for the Web
- Scripting Languages
- Game Dynamics Libraries
- Motion Tracking
Lesson 18
- Tools of the Trade 5/5
- Programming Languages for Console / PC
- MMOG Box Solutions
- Wireless development
Section 2 Part B
Lesson 19
- Game Gallery/Iconic Games
Lesson 20
- Franchises, Brands and Licenses
Lesson 21
- The Team
Lesson 22
- Game Design Basics 1/2
- The Role of the Game Designer
- The Structure of Games
Lesson 23
- Game Design Basics 2/2
- Understanding of Game Mechanics
Lesson 24
- Working as a Game Designer 1/3
- Design Specialisations
Lesson 25
- Working as a Game Designer 2/3
- Evolution of the Industry
Lesson 26
- Working as a Game Designer 3/3
- Promoting Yourself and Your Ideas
Section 2 Part C
Lesson 27
- Designing a Game:
- Things to bear in mind 1/8
- Levels in Different Games
- Level Separation
- Level Order
- The Components of a Level
Lesson 28
- Designing a Game:
- Things to bear in mind 2/8
- The Game Camera
- Action
- Exploration
- Puzzle Solving
Lesson 29
- Designing A Game:
- Things to bear in mind 3/8
- Interface and Control
Lesson 30
- Designing a Game:
- Things to bear in mind 4/8
- Storytelling
- Character Development
- Aesthetics
- Balancing it All
- Difficulty Spike
Lesson 31
- Designing a Game:
- Things to bear in mind 5/8
- Game Flow
- Game Progression
- Simple vs. Complicated
Section 3 Part A
Lesson 32
- Designing a Game:
- Things to bear in mind 6/8
- Player cannot get Stuck
- Sub Goals
- Landmarks
- Critical Path
- Limited Backtracking
- Success the first time
- Navigable areas clearly marked
- Player Choices
Lesson 33
- Designing a Game:
- Things to bear in mind 7/8
- Fun and Accessibility
Lesson 34
- Designing a Game:
- Things to bear in mind 8/8
- The Process
- Process Variations
Section 3 Part B
Lesson 35
- Designing a Game:
- The Method 1/5
- Starting With an Idea
Lesson 36
- Designing a Game:
- The Method 2/5
- Prototyping
Lesson 37
- Designing a Game:
- The Method 3/5
- Fleshing it Out
Lesson 38
- Designing a Game:
- The Method 4/5
- Playtesting
Lesson 39
- Designing a Game:
- The Method 5/5
- Incorporating Feedback
Section 3 Part C
Lesson 40
- Post Release
- Patches
- Updatess
- Downloadable Content
- Longevity
Lesson 41
- Community and Player-base
Lesson 42
- Basic Programming Concepts
- Conclusion
- Appendixes
- Glossary
- Index
OBJECTIVES
- To teach you current game design processes using bespoke industry relevant software applications
- To provide a solid grounding in the world of games design such that you are ready to move into industry and become a Games Designer
- To assist you in the production of your project portfolio and game design projects
- To help immerse you in the games industry network through understanding industry terminology and through Train2Games extensive Industry relationships
- To help enrich your knowledge with technical and theoretical lectures from Key industry professionals
- To Introduce you to the work flow of the games development process
- To help prepare you for working as a "team" member in large scale game production company
- To prepare you for in-depth fun and committed study
- Career opportunities
KEY FEATURES
- Train2Game is endorsed by TIGA
- Train2Game courses include specialist games industry, proprietary software applications
- Train2Game has a StudentWorld intranet support structure that is available 24 hours a day
- Train2Game has a unique combination of practical and theoretical teaching
- Train2Game offers TIGA awarded Design Diplomas to successful students
- Train2Game courses allow you to progress at your own pace
- Train2Game use leading industry professionals as guest lecturers to make regular web presentations
- Train2Game students do not have to give up their careers whilst learning
Train2Game Games Designer