Brief Summary
This course dives into designing fun and engaging episodes for games, whether they're tabletop or video. Forget about coding—it's all about crafting levels and adventures that players will love. Get ready to learn the nitty-gritty of designing an epic game experience.
Key Points
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Focus on designing episodes for video and tabletop games.
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Emphasis on what makes a level or adventure enjoyable.
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Explore concepts like obstacles, objectives, and mood.
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No specific software training included—just design principles.
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Understand the history of level design from tabletop to video.
Learning Outcomes
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Identify key elements that make a game level enjoyable.
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Understand the core principles of episode design.
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Analyze and create engaging obstacles and objectives.
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Develop a sense of style and mood in your game design.
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Learn the relationship between tabletop adventures and video game levels.
About This Course
How to design entertaining episodes for video and tabletop games: levels, stages, adventures, scenarios, missions . . .
(Note: This course will never be deeply discounted: it is not part of Udemy's "kamikaze marketing." If it were, I'd have priced it three or even four times higher.)
This is a class about how to design episodes for games (both video and tabletop) - call it level design or adventure design - rather than how to program them. (Level design is a subset of game design.) There is no instruction in using specific software, for example, but a lot about what to put in the level (and not put in it). Adventures (for D&D) preceded video game levels, and levels follow the same principles as those adventures.
In games that require episodes (stages, missions, levels, adventures), the episode designer is the person who delivers the enjoyment to the players.
Entire books have been written about level design, though much of the material in these books describes how to manipulate a specific level editor such as Unreal III. There's not so much in these books about the actual design of levels/adventures. This course is strictly about design, not production, though we do discuss documentation.
Udemy says the course is 8 hours. It's actually half that, they count as four hours the file I supply that contains all the slides used in the videos.
What it is and isn't - and why you'd do it
Questions you must consider when you make a level/adventure
Producing the goods - obstacles, objectives, scale, linearity, style, mood, etc.
Julio I.
This is a well thought out course. It really made me think about what i was trying to accomplish and will help me plot my course.