Skip to content
Game Design Learning line
Courses
Game Design Fundamentals
1
Game Design 1
1
Game Design 2
1
Game Design 3
1
Overview
Overview
Overview
Overview

Semester 1

ECTS: 3
Course Focus: Establishing a shared vocabulary of game design, introducing fundamental theory, and nurturing essential communication and reflection skills.
Key Theory Topics
What is a Game Design Doc and what does it do
Show Game Design Doc examples
1. Core Definitions & Game Language:
What defines a game vs. puzzle, toy, story, contest
Genre theory and its limitations
Games in cultural context
2. Design Structure & Mechanics:
Game elements as drama (goals, players, space, rules, actions, objects)
Types of play, themes, and genre
Design pillars
Mechanics, patterns, actions, verbs, interactions
3. Frameworks & Lenses:
MDA (Mechanics-Dynamics-Aesthetics)
Concentric Design
Game Feel
Situational Design
Motivational lenses:
Lens of Curiosity
Lens of Challenge
Lens of Reward
Examples of theory applied well vs. poorly
Soft Skills:
Writing clear and professional emails
Practicing courtesy and tone in communication
Active listening and efficient note-taking
Exercises (Graded & Non-Graded):
Peer-reviewed paper prototype (graded)
Non-graded exercises to prepare for exams
Output:
Solid understanding of key game design concepts
First prototype structured around theory (non-graded exercise)
Improved academic and professional communication skills

Semester 2

ECTS: 6
Course Focus: Practicing iterative design and transitioning from analog to digital prototyping using professional tools.
Key Theory Topics
1. Iterative Design Thinking:
Idea generation and brainstorming
Prototyping methods
Peer testing and feedback loops
Transitioning from paper to digital
Anchoring emotion in game mechanics
2. Player Experience Design:
Character, Camera, Controller
Playtesting strategies using existing games
3. Tools & Technical Foundations (Unity):
Character Controller
Input System
Tile-based pathfinding
Visual Scripting
4. Framework Application:
MDA and Elements as Drama revisited
Pillars, verbs, actions, and patterns reinforced
Soft Skills:
Defending and articulating design decisions
Organizing and running small-scale playtests
Exercises (Graded & Non-Graded):
Physical game design exercise
Digital adaptation of an analog concept
Multiple cycles of prototyping and peer feedback
Output:
Group based functional Unity prototype
Application of foundational design theories in practice
Comfort with early digital design tools

Semester 3

ECTS: 6
Course Focus: Understanding the full production pipeline by acting as a solo developer—from preproduction to polish.
Key Theory Topics
1. Production Philosophy:
Concentric Design as project backbone
Effective scoping and planning
Project pacing, structuring, and decision-making
2. Reflection & Process Thinking:
Postmortem writing
Analyzing and improving pipeline decisions
Soft Skills:
Milestone management
Planning and documentation
Self-reflection through design documentation
Exercises (Graded & Non-Graded):
Kickoff game jam (2-person team): prototype focused
Solo development phases:
Preproduction
Vertical slice
Core production with milestones
QA testing
Postmortem analysis
Output:
A playable solo-developed game prototype
Full Game Design Document
Demonstrated understanding of the full development cycle
QA and testing feedback loop implemented

Semester 4

ECTS: 6
Course Focus: Independent specialization, portfolio development, and research-based design exploration.
Key Theory Topics
1. Research & Framing:
Concentric Design as a tool for deepening design thinking
Paper prototyping as a foundation
Design exploration through self-defined research questions
Soft Skills:
Independent planning and pacing
Translating complex ideas into public-facing formats
Presenting work via articles, devlogs, or videos
Exercises (Graded & Non-Graded):
Self-directed research project
Paper prototype of chosen topic
Full implementation and polishing phase
Public-facing presentation (e.g. social video or written piece)
Output:
Portfolio-ready design project
Specialization in a chosen field of game design
Concrete demonstration of research and advanced design thinking
Possible Focus Areas:
Upgrade systems
Combat mechanics
Level or world design
Game economies
Balancing (math and perception)
Narrative design
AI systems
Online multiplayer structures
Ask
Github setup and best practices before Game Design 1
New Input system before Game Design 1

This embedded link can't be shown.
This embedded link can't be shown.
This embedded link can't be shown.
This embedded link can't be shown.
Want to print your doc?
This is not the way.
Try clicking the ··· in the right corner or using a keyboard shortcut (
CtrlP
) instead.