Have you ever had a killer game idea, but just aren’t sure how to spawn the baddies? In Game Design Fundamentals, you will get hacking and slashing in no time. First, you will get your idea cemented. Second, assess and create your timelines and resources. 3rd, build your Technical Design Document and finally, get your outline assembled, so you can start building your 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 Hey, my name is Thomas Winkley, fighting game junky and notably the producer on Swords and Shovels for Pluralsight. And I'm here with Joshua Kinney. Yep. I'm Joshua Kinney, the Unity master trainer at Unity Technologies. Also, the game designer behind Swords and Shovels. In this course, Game Design Fundamentals, we're showing you some conversation around how we approach the design of Swords and Shovels. And during this conversation we hope to show you how to approach creating a game design document and how you can begin to solidify ideas and turn them into visions and how you can create a viable product from here. Yeah. When you wrap the course up you will have a game design document either with our content or hopefully your own with your own ideas documented. And you should be ready to kind of take that down the road, start looking at some level design stuff, and also move into designing mechanics in the game.