Description
Course info
Level
Intermediate
Updated
Jul 11, 2018
Duration
44m
Description

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.

About the author
About the author

Thomas Winkley is a gamer, podcast producer, programmer, and audio nut. He finds joy in showing others how to do cool stuff.

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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.

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Section Introduction Transcripts
Section Introduction Transcripts

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.