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How Video Games Are Designed

Duration0 hours
Modules7
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Course outline

Module 1 Module 1: Core Game Mechanics

Core Game Mechanics

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. Which term describes the set of rules that govern how a player interacts with a game world?
  • A. Aesthetics
  • B. Mechanics ✓
  • C. Narrative
  • D. Setting

Why: Mechanics are the rules and systems that define how players can act within a game and how the game responds to those actions. Aesthetics, narrative, and setting are important but describe other aspects of the experience.

Q2. What is a 'core loop' in game design?
  • A. A cutscene that plays every time the game restarts
  • B. The repeated sequence of actions a player performs most often, such as explore, fight, collect, and upgrade ✓
  • C. A bug that causes the game to freeze
  • D. The final level where the story concludes

Why: The core loop is the fundamental cycle of gameplay that players repeat throughout the game. Designers build the game around making this cycle engaging and rewarding.

Q3. What does the term 'feedback' mean in the context of game mechanics?
  • A. Player complaints submitted after release
  • B. Sound effects that play in the background
  • C. The game's response to a player's action, such as a visual effect, sound, or score change ✓
  • D. Reviews written by critics

Why: Feedback tells players the result of their actions. Clear feedback, like a satisfying sound when hitting an enemy, helps players learn the rules and feel that their choices matter.

Q4. What is the purpose of a 'win condition' in a game?
  • A. To define the criteria by which a player achieves success or completes the game ✓
  • B. To set the default graphics quality
  • C. To control how many players can join a server
  • D. To determine the price of in-game items

Why: A win condition specifies what the player must accomplish to succeed, such as reaching a goal, defeating an opponent, or scoring the most points. It gives players a clear objective to work toward.

Q5. Which of the following best describes a 'risk and reward' mechanic?
  • A. A system where players are always guaranteed the same outcome
  • B. A system where riskier choices offer greater potential benefits but also greater potential costs ✓
  • C. A system that only applies to multiplayer games
  • D. A system that removes all challenge from the game

Why: Risk and reward mechanics give players meaningful decisions by tying higher potential gains to higher potential dangers, such as taking a dangerous shortcut for a valuable treasure.

Module 2 Module 2: Level and Environment Design

Level and Environment Design

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. What is the primary purpose of level design in a video game?
  • A. To write the game's background music and sound effects
  • B. To shape the player's experience by arranging spaces, challenges, and objectives ✓
  • C. To create the character models and animations
  • D. To handle the game's money and purchasing systems

Why: Level designers create the spaces players move through, deciding how they navigate, what challenges they face, and what goals they pursue. Music, character art, and monetization are handled by other disciplines.

Q2. What is a 'sightline' in level design?
  • A. A line on the map showing the player's saved progress
  • B. The direction and distance a player can see from a given position ✓
  • C. A type of enemy patrol route
  • D. The boundary that prevents players from leaving the level

Why: Sightlines describe what the player can see from a position. Designers use them to guide attention, reveal upcoming challenges, and create tension by hiding or revealing threats.

Q3. What does the term 'pacing' refer to in environment design?
  • A. How fast the game's frame rate runs
  • B. The rhythm of tension and relief as players move through a level ✓
  • C. The speed at which the player character walks
  • D. How often the game saves automatically

Why: Pacing is the rhythm of a level, alternating between intense moments and calmer ones. Good pacing keeps players engaged by preventing both exhaustion and boredom.

Q4. Why do designers use 'landmarks' in a level?
  • A. To store extra items for the player to collect
  • B. To help players orient themselves and navigate without a map ✓
  • C. To slow the player down with obstacles
  • D. To display the game's score and timer

Why: Landmarks are distinctive visual features that help players remember where they are and find their way. They support navigation and make environments feel memorable.

Q5. What is the purpose of a 'funnel' in level design?
  • A. To collect resources from the environment
  • B. To guide players toward a specific area or objective ✓
  • C. To drain water from flooded levels
  • D. To store the player's inventory

Why: A funnel narrows the paths available to players, directing them toward a key location or encounter. It helps ensure players reach important story beats or challenges without getting lost.

Module 3 Module 3: Storytelling in Games

Storytelling in Games

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. Which storytelling technique in games gives players a sense of agency by letting their choices influence the narrative outcome?
  • A. Linear cutscenes
  • B. Branching narrative ✓
  • C. Voice-over exposition
  • D. Static world-building

Why: Branching narratives present players with choices that lead to different story paths or endings, giving them a sense of control over how the story unfolds.

Q2. What is the term for story information a player discovers through items like notes, books, or audio logs rather than direct dialogue?
  • A. Foreshadowing
  • B. Environmental storytelling ✓
  • C. Exposition dump
  • D. Cold open

Why: Environmental storytelling conveys narrative through the game world itself, such as objects, layouts, and found documents, allowing players to piece together the story actively.

Q3. Which term describes the way a game gradually introduces story elements and character backstory during play instead of all at once?
  • A. Pacing of revelation ✓
  • B. Frame narrative
  • C. Diegetic sound
  • D. Loot cycle

Why: Pacing of revelation controls when players learn key story information, keeping them engaged by spreading out reveals rather than overwhelming them early on.

Q4. What role does a player character's silence or lack of a fixed personality often play in game storytelling?
  • A. It removes the need for any story
  • B. It allows players to project themselves onto the character ✓
  • C. It makes the game run faster
  • D. It prevents the use of cutscenes

Why: A silent or blank protagonist lets players imagine themselves in the role, strengthening immersion and emotional investment in the story.

Q5. In game design, what does a 'ludonarrative dissonance' refer to?
  • A. A conflict between what the story says and what gameplay mechanics require the player to do ✓
  • B. A soundtrack that does not match the setting
  • C. A map that is too large to explore
  • D. A character who speaks in an unknown language

Why: Ludonarrative dissonance occurs when the story's messages contradict the actions the gameplay asks of the player, such as a narrative about compassion paired with mechanics rewarding violence.

Module 4 Module 4: Player Psychology and Engagement

Player Psychology and Engagement

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. Which term describes the feeling of being fully immersed and focused on an activity, losing track of time?
  • A. Flow state ✓
  • B. Cognitive dissonance
  • C. Operant conditioning
  • D. Social loafing

Why: Flow state, described by psychologist Mihaly Csikszentmihalyi, occurs when a challenge matches a player's skill level, producing deep focus and enjoyment. Game designers aim to create this balance so players stay engaged.

Q2. What is a 'variable reward schedule' in game design?
  • A. Rewards that are always given after every action
  • B. Rewards that are given at unpredictable intervals and amounts ✓
  • C. Rewards that only appear after the game is completed
  • D. Rewards that decrease as the player progresses

Why: Variable reward schedules deliver rewards unpredictably, such as loot drops in games. This unpredictability is highly motivating because players keep playing in anticipation of the next reward.

Q3. Which motivation type is most associated with players who enjoy exploring game worlds and discovering hidden secrets?
  • A. Achievement
  • B. Socializing
  • C. Immersion ✓
  • D. Competition

Why: Immersion-driven players are motivated by exploring, storytelling, and experiencing the game world. Bartle's player taxonomy and similar models identify this as a core motivation distinct from competition or social play.

Q4. What does the term 'difficulty curve' refer to in game design?
  • A. The graphical quality of a game over time
  • B. The pattern of how challenge increases as a player progresses ✓
  • C. The number of players who finish a game
  • D. The price of a game compared to its length

Why: A difficulty curve describes how challenge changes throughout a game. Well-designed curves introduce concepts gently, then ramp up difficulty, keeping players challenged without causing frustration or boredom.

Q5. Why do games often use progress bars, levels, and unlockables?
  • A. To reduce the total file size of the game
  • B. To provide a sense of advancement and goal completion that motivates continued play ✓
  • C. To make the game harder to understand
  • D. To prevent players from saving their progress

Why: Visible progression systems give players a sense of accomplishment and clear next goals. This taps into the psychological desire for mastery and completion, encouraging players to continue.

Module 5 Module 5: Game Balancing and Difficulty

Game Balancing and Difficulty

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. What is the main goal of game balancing?
  • A. To make every game element identical in strength
  • B. To ensure that challenges and options feel fair and engaging for players ✓
  • C. To make the game as difficult as possible
  • D. To reduce the number of levels in a game

Why: Game balancing aims to make choices, challenges, and character abilities feel fair and rewarding, so players stay engaged without feeling cheated or bored.

Q2. What does 'difficulty curve' refer to in game design?
  • A. The shape of the game's map
  • B. The rate at which challenge increases as the player progresses ✓
  • C. The number of enemies in a single level
  • D. The graphics quality across levels

Why: A difficulty curve describes how challenge changes over time. A good curve usually rises gradually, with occasional peaks and rest periods, rather than jumping suddenly.

Q3. Which term describes a player getting stuck because the game is too hard, leading them to quit?
  • A. Flow state
  • B. Power creep
  • C. Frustration threshold ✓
  • D. Level scaling

Why: The frustration threshold is the point where difficulty becomes so high that players lose motivation and stop playing. Designers aim to keep challenge just below this point.

Q4. What is 'power creep' in game balancing?
  • A. A gradual increase in the strength of new items or characters that makes older ones obsolete ✓
  • B. A bug that makes the player stronger
  • C. A tutorial that explains game mechanics
  • D. A reduction in enemy health over time

Why: Power creep happens when newer content is consistently stronger than older content, pushing players to buy or unlock the newest options and devaluing earlier ones.

Q5. Why do designers often offer multiple difficulty settings?
  • A. To hide parts of the game from certain players
  • B. To let players choose a challenge level that matches their skill and enjoyment ✓
  • C. To save development time on enemy design
  • D. To make the game longer for marketing purposes

Why: Multiple difficulty settings accommodate different skill levels and play preferences, helping more players enjoy the game rather than being excluded by a single fixed challenge level.

Module 6 Module 6: User Interface and Controls

User Interface and Controls

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. What is the main purpose of a Heads-Up Display (HUD) in a video game?
  • A. To store the player's save data
  • B. To show important information like health, ammo, or a map without interrupting gameplay ✓
  • C. To control the game's graphics settings
  • D. To connect the game to online multiplayer servers

Why: A HUD overlays key gameplay information such as health, ammunition, or objectives on the screen so players can monitor their status while continuing to play.

Q2. Which term describes a control scheme where each action is mapped to a single button press?
  • A. Contextual input
  • B. Gesture control
  • C. Direct mapping ✓
  • D. Analog layering

Why: Direct mapping assigns one specific action to one specific input, making controls predictable and easy for players to learn.

Q3. Why do many game designers include a tutorial or onboarding sequence early in a game?
  • A. To increase the file size of the game
  • B. To teach players the controls and mechanics gradually before they are needed ✓
  • C. To force players to watch advertisements
  • D. To disable the pause menu

Why: Tutorials introduce controls and mechanics in a low-stakes setting so players can learn them progressively, reducing frustration and confusion.

Q4. What does 'input latency' refer to in game controls?
  • A. The number of buttons on a controller
  • B. The delay between a player's input and the game's response on screen ✓
  • C. The volume level of sound effects
  • D. The time it takes to load a level

Why: Input latency is the delay between pressing a button and seeing the result on screen. Low latency makes controls feel responsive, while high latency makes them feel sluggish.

Q5. What is the purpose of a 'menu' in a game's user interface?
  • A. To replace the game's story entirely
  • B. To let players access options such as settings, inventory, or saving and loading ✓
  • C. To render the 3D environment
  • D. To calculate enemy artificial intelligence

Why: Menus provide organized access to game settings, inventory, progress management, and other functions outside of direct gameplay.

Module 7 Module 7: Prototyping and Playtesting

Prototyping and Playtesting

Introduction

Core content I

Core content II

Core content III

Summary

Further learning

Knowledge check

Q1. What is the main purpose of creating a paper prototype for a video game?
  • A. To produce the final artwork for the game's packaging
  • B. To test core rules and mechanics quickly and cheaply before any code is written ✓
  • C. To calculate the exact file size of the finished game
  • D. To register the game's trademark with publishers

Why: Paper prototypes let designers test rules, turn order, and core mechanics with minimal cost and time, so flaws can be found and fixed before investing in programming and art.

Q2. What is playtesting?
  • A. Writing the marketing copy for a game's release
  • B. Measuring the performance of a game's graphics card usage
  • C. Having people play a game or prototype and observing how they interact with it ✓
  • D. Translating a game's text into other languages

Why: Playtesting involves real players engaging with a prototype or build, and designers observe their behavior, confusion, and enjoyment to guide improvements.

Q3. Why is it valuable to watch playtesters in silence rather than explaining the rules or controls to them?
  • A. Explaining the game is against industry law
  • B. Silent observation reveals where the design itself fails to communicate, which is the real information you need ✓
  • C. Playtesters work faster when they are not interrupted
  • D. Silence prevents players from discovering bugs

Why: If a designer must explain something for players to understand it, the design has a communication problem. Watching players struggle silently exposes these issues accurately.

Q4. What is the difference between a low-fidelity and a high-fidelity prototype?
  • A. Low-fidelity prototypes are rough and quick to make, while high-fidelity prototypes look and function closer to the finished product ✓
  • B. Low-fidelity prototypes use cheaper monitors for display
  • C. High-fidelity prototypes can only be made by professional studios
  • D. Low-fidelity prototypes are always digital, while high-fidelity prototypes are always physical

Why: Fidelity describes how closely a prototype resembles the final product. Low-fidelity versions, like sketches or paper cards, allow fast iteration, while high-fidelity versions test polish and feel.

Q5. Why should playtesting happen repeatedly throughout development rather than only once at the end?
  • A. Early and frequent feedback catches design problems when they are cheap to fix ✓
  • B. Publishers require a set number of playtests by contract
  • C. Repeated testing guarantees that players will never find bugs
  • D. Playtesting at the end is more expensive than at the beginning

Why: Problems found early are much cheaper to correct than those discovered after art, code, and levels are complete, so iterative testing throughout development saves time and money.

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