This course involves details and hands-on approach towards games, concept and design. It encourages top-down design of games by taking too technical areas out of focus by providing sophisticated tools for the students to conceptualize and prototype their ideas rapidly. This course visits popular game types, creating each prototype from beginner to advanced levels.

However, it should be kept in mind, that Game Design is heavily creative and technically complex to the point of being exhausting. It involves Maths, Physics, Analytical and Creative skills, understanding of Human Psychology and lastly, a lot of patience. Necessary Maths and Physics skills can be taught in the course itself as they become relevant.







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What you'll learn?

Your first Game

Making your first game, understanding concepts and elements of a game Hands-on approach to Game Design.

Space, Ships and Rocks

Remaking a classic – Asteroids, identifying the core gameplay elements,understanding the interaction between gameplay objects and players

Adventures and Treasures

Designing a Platformer, player character, level design and enemies, tracking lives and scores. Levels transition and difficulty curve.

To the Warzone

Undestanding player actions, enemies and their behaviour, elements of gameplay balance, fairness and tactical advantages level design and it's impacts on difficulty of a game.

Brainstorm Session

An unorthodox and interactive approach and a though experiment, allow students to create their own gameplay concept and first steps towards making an effective design document

JAM Session 1

Refining and actually making the game created in previous session, understading practical difficulties, and finding solutions to them.

The Alchemy of Addiction

Refine the games to the professional quality, and user experience, discussions and demonstrations of what sets a game apart from other games of the same type.

JAM Session 2

Improving the game created in previous sessions and getting it production ready, and showing it off!


A friendly compitition where attendees will play each other's games and discuss about it, in an open-stage environment, a healthy, constructive critique expected. Follow up with conversations along with discussions about recent industry trends.

Case Studies (Additional)

Understanding the Game Industry and Economy, Player Count, Trends and Player Retention. Success of a Genre and Piggybacking.

  • Indie                 Vs              AAA
  • Casual              Vs             Hardcore
  • Accessible        Vs             Elitist