Video lessons
Months of instructor feedback
Hours of Content
Days money-back guarantee
This self-paced program provides daily instructor feedback and weekly live mentorship for 6 months to help you master game mechanics and develop a framework for designing deep and enjoyable gameplay from scratch.
You’ll apply your learning through practical drills, case studies, and workshops to tackle real-world studio challenges.
If you have your own game project, these exercises can directly improve it.
You’ll also be part of a community of 1820+ game devs from all seniority levels, where you can:
You’ll also acquire a proven AAA framework to design, iterate, and repurpose mechanics, enabling you to craft player experiences that align with your game systems and reinforce the core game loop.
Experience: 25 years
Studios: Blizzard, Riot, Moon Studios
Consulting: Shipped over 32 projects
Games: World of Warcraft, League of Legends, Ori and the Will of Wisps, and No Rest for The Wicked
Celia Wagar is a multidisciplinary expert with a combination of Fortune 500 enterprise coding skills, and a strong knowledge of video game design specifically in mechanics, balance, and systems.
Celia Wagar is a multidisciplinary expert with a combination of Fortune 500 enterprise coding skills, and a strong knowledge of video game design specifically in mechanics, balance, and systems.
Joe has 10 years of experience in combat and gameplay design. He has worked on Ashen (A44 Games), No Rest for the Wicked (Moon Studios) and Concord (Firewalk Studios.)
Joe has 10 years of experience in combat and gameplay design. He has worked on Ashen (A44 Games), No Rest for the Wicked (Moon Studios) and Concord (Firewalk Studios.)
1. Depth
Workshop :
Drills:
Examples:
Workshop :
Drills:
Examples:
Workshop :
Drills:
Examples:
Workshop :
Drills:
Examples:
Live recording of the original bootcamp workshop session.
Indie Game Developer
LinkedIn
My learning experience at my undergraduate degree was akin to being thrown to the wolves, the lessons focused on basic instructions like how to achieve X or Y in Unity.
There was little guidance on what thought process behind why certain design decisions were made.
After the program, I have a clear understanding of how I want to assemble my ideas, structure them, and work more efficiently towards any game I decide to create.
Narrative Designer at Big Blue Sky Games
LinkedIn
When I first started learning game design, I found out that I can only learn so much about design from playing games by myself.
After I joined, I picked up Alex’s practical philosophy of design that I can apply to everything from the narrative to the music to the user experience of the game itself.
Now I’m working full time as a junior narrative designer at Big Blue Sky Games.
Tilting Point's Lead Game Designer
LinkedIn
After going through Alex’s course and mentorship, I’ve refined how I articulate my design insights, strengthened my bond with my teammates, and solidified my overall skill set as a design lead.
I’ll always be thankful for the lessons I’ve learned from Alex.
Whether you’re a new designer looking to learn industry best practices or an experienced veteran who desires to sharpen your current skills, his courses will help you become a stronger designer.
Community Representative at Square Enix America
LinkedIn
I’ve known Xelnath from Riot — and read his blog prior — so when I saw the program, pretty much knew this was going to be a training with experience/practicality behind it compared to most others where i don’t really know for sure.
Game Developer at Software and Tech
LinkedIn
The most enticing thing about joining First Principles of Game Design is learning game design without having to be an expert on the subject because everyone inside is welcoming and helpful.
My favorite part is the feedback I get for my homework. This is helped me learn the concepts much quicker.
Indie game dev
LinkedIn
The program was so exciting for me because Alex focused on the most important aspect of video games: the people who play them!
Also the live feedback is very helpful to circumvent time wasters.
Graphic designer transitioning into game design
For years I searched for a structured video game design course that could guide me into important aspects of making gameplay with real life examples and I finally found it.
I highly recommend this to anyone serious about getting into professional game design!
Cinematic Designer at Respawn Entertaiment
This program is an excellent foundational game design course. Not only is it a great option for a designer looking to fill in any blind spots they may have, but it’s also a great way for someone looking to level up their skills and to get into game design.
Yes, we have a 14-day satisfaction guarantee.
If you’re not satisfied with the program or my mentorship within 14 days of purchase, you can get a full refund—no unnecessary hoops.
I’m NOT here to pressure you to make some rushed decision; I want to make sure:
Coding & knowing how to use game engines such as Unity, Unreal, etc, are complementary skills for game designers. Therefore, they are not prerequisite skills for joining the program.
Keep in mind that this doesn’t mean you shouldn’t learn how to use game engines as a game designer. It will definitely help improve your chances of getting into a studio.
With that said, you will get more results by implementing what you learned in this program in the medium of your choice.
If you’ve never built anything before, and have zero experience with game engines, you can take our free course Build a Game Challenge, where we provide templates and exact directions to help you build a playable virtual tabletop game prototype from scratch in 6 days.
Then you can apply the learnings from the this program to your tabletop game prototype.
If you don’t put in any effort, you’ll get zero results.
However, assuming you participate fully, here are some example results you can achieve.
Also check out the testimonials from other members to get a better idea what outcome to expect.
You’ll receive an email from me or our Skill Acquisition Coach within 24 hours of enrollment to schedule your onboarding call where we help you set up the following:
If you don’t see an onboarding email within 24 hours of your purchase, then
If you paid up front:
Once you purchase, you’ll get immediate access to everything inside the program. Nothing is “dripped out” – you’re free to jump head first into things.
If you split your payment into 3:
You’ll get immediate access to the first half of the program (month 1):
The moment the second payment goes through, you get immediate access to the rest (month 2):
The moment the third payment goes through, you get immediate access to the rest (month 3):
This program is designed to help you become a game designer, but it’s up to you to follow the program.
Just like a personal trainer can’t go to the gym for you, I can’t make your games for you.
However, I’ll equip you with the tools, resources, and skills you need to succeed and provide guidance and accountability along the way.
So if you do the following things, you’ll get results from this program:
The program works, and many of our members now work across 51+ studios like Ubisoft, Riot, Bethesda, Blizzard, and many more.
However, it’s up to you to practice and apply what you learn.
I recommend this program to beginners with 0 experience if you meet the following criteria:
I recommend that you first check out my start-here guide for complete beginners to see if a career in game design is right for you.
Once you have reviewed the 4 recommended articles and confirmed that you are interested in game design, you can come on over, and we can design some great things together!
Yes, the only difference between Indie developers and those who choose the game designer career path inside a studio is outcome.
As an Indie developer, instead of using the knowledge skills for the end result of getting hired / promoted, you’ll be applying it to directly
This program contributes to that goal, but the program alone won’t get you hired for other game dev roles, since it doesn’t teach specific role-related skills like coding or 3D modeling.
It specifically teaches game design analysis, decision-making, and communication.
To be more specific, here is how the program compliments non game designer roles:
1. Game Programmer (or Technical Designers) – Helps you interpret designers’ intentions and desired player experiences, so you can help them find better technical solutions and implementation choices for optimal player responsiveness.
2. Game Artist – Helps you see beyond aesthetics and creating art in isolation, considering how your art contributes to the broader story, characters, and overall gameplay experience.
3. Game Producer – Helps you make better decisions, prioritize tasks effectively, and steer the team toward a unified goal, which ultimately results in an engaging and cohesive player experience.
The design skills taught in the program can enhance your appeal as a candidate and your effectiveness as a team member compared to those who only possess role-specific skills.
We have many FPGD members who used this program to get job offers as game producers and programmers.
Here are the genres this program does apply to
GENRE TYPE | EXAMPLES |
RPG | Final Fantasy, Dragon Quest |
MMORPG | World of Warcraft, Everquest, Overwatch, Final Fantasy XI & XIV |
TACTICAL RPG | Valkyria Chronicles, Orgre Battle |
SANDBOX RPG | Grand Theft Auto, Deus Ex, Skyrim Elderscrolls, Fallout, Fable |
ACTION RPG | Diablo 3, Darksouls, Wizard of Legend, Bastian |
MOBA | League of Legends, Defense of the Ancients |
STRATEGY | Off World Trading Company, The Banner Saga |
RTS / RTT | StartCraft 1 & 2, Age of Empire, Warhammer 4k |
TURN BASED STRATEGY | Civilization, Heroes of Might & Magic, Excyom |
WAR GAME | Diplomacy |
2D – SIDE SCROLLING | Mario brothers, Metal slug, Mega man, Death’s Gambit, Super Meat Boy |
2D – METROIDVANIA | Super Metroid, Ori and The Will of The Wisps, Rain World, Hallow Knight |
BOARD & CARD GAMES (Digital & Tabletop) | Monopoly, Chess, Pandemic, Paraforming Mars, Mechs vs Minions, Legends of Runeterra |
TOWER DEFENSE | WarCraft 3, Plants vs Zombies |
ACTION/ADVENTURE GAME | Legends of Zelda, Darksiders |
STEALTH GAMES | Assassins Creed, Metal Gear Solid, Thief, Seikiro |
FPS | COD, Modern Warfare, Battlefield, Insurgency, Half LIfe, Crisis |
SURVIVAL | Battleground, Fortnite, Battle Royal, Apex legends |
ROGUELIKE | Binding of Issac, Rogue Legacy |
PLATFORMER | Supermario 64. Hat in Time, Jack & Dexter |
Here are the genres that this program is NOT optimal for
GENRE TYPE | EXAMPLES |
RHYTHM | Guitar Hero, Dance Dance Revolution |
TEXT ADVENTURE | Text Adventure, Ai Dungeon |
INTERACTIVE MOVIE | Black Mirror, You vs. Wild |
SIMULATION/SERIOUS GAMES | World Without Oil, PeaceMaker, Cities Skylines |
SPORTS | Basketball, football |
RACING | Need for Speed, Gran Tourismo |
GAMBLING | Slot machines, black jack |
ADVERGAMES | Chipotle Scarecrow, Lego Apps |
SURVIVAL HORROR | Outlast, Darkweb Streamer, Doki Doki Literature Club |
PUZZLE | Merge Mansion, Candy Crush, Prof. Layton’s Adventures |
Each module is about 40-60 minutes long. I get straight to the point. So consuming all of the videos will take you about 6 hours.
But I recommend setting aside 2 hours for each module to give you plenty of time to digest what you learn and begin applying it. Then comes getting feedback and re-evaluation of your decisions and etc.
The amount of time you can spend applying these lessons to your own work or personal projects, which is the most effective path, is uncapped.
Our members often refer back to the material when they
So you’ll likely spend additional time to return to refresh the principles and skills when you need to apply them again.
It’s our goal for every member to complete the program and successfully apply the program to their context.
We will help you accomplish this by:
Most companies appreciate it if employees want to improve their skills and are happy to pay for programs and mentorship such as this one.
If you need help you with requesting reimbursement, please reach out to su*****@*************ll.com and we’ll guide you through it.
There are countless ways to go about building a game, and accommodating every tech preference with a one-size-fits-all program is an uphill battle.
We won’t require you to make a game – but if you’re already working on a game or planning to work on one, you can apply directly what you learn to improve your game.
This program is designed to help you create gameplay that constantly hooks your players by:
This way, you can start crafting player experiences that will keep your players saying to themselves, “just one more hour.”
The members who have achieved the most consistent results typically fall into one or more of the following categories:
If you’ve never built anything before, and want to take the program, you can take our free course Build a Game Challenge, where we provide templates and exact directions to help you build a playable virtual tabletop game prototype from scratch in 6 days.
No, it does not teach coding. This program is singularly focused on the game design aspect of game development.
It is designed to specialize in the challenges and issues of crafting fun players’ experiences consistently.
Well… you could. You can obviously figure out what works for you through trial and error, but that’ll take a while.
And we encourage you to try it! Because if it works for you, great!
But chances are, you’ve tried learning this on your own before and you found (or will find) yourself in the one or more of following situations:
And between the hours it would take you to aggregate all of the free stuff and the headaches you would have trying to teach yourself…
We think the $480 is well worth it, which covers the following:
We do our best to accommodate every time zone like adjusting the set weekly time that’s convenient to the most students – but, we can’t promise anything.
If you can’t attend a live session, we record each of them and distribute them to program participants so you can get the learnings out of them.
[GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.
[GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development
[GAME] Diablo 3: Playtested and provided design feedback during prototyping and development
[GAME] Overwatch: Playtested and provided design feedback during prototyping and development
[GAME] Hearthstone: Playtested and provided design feedback during prototyping and development
[GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.
[OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D
Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics
[GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).
[GAME] Unreleased RPG project
[PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)
[STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):
Results: Multiple job offers.
Before: Couldn’t pass interview.
After: Passed interviews and got job offers
Problem: Justin was stuck because he couldn’t pass the interviews, even though he got a game design degree from Full Sail University and made a bunch of games.
The main issue is that he couldn’t clearly and concretely explain how he can contribute to improving the players’ experience.
Solution: After going through the program, Justin was able to clearly communicate and demonstrated his understanding of the player motivations and the design process during his interview using the learnings from principles such as “Clarity” and “Motivation”.
He continued to refer back to the materials even after getting hired.
Result: Got hired by AAA studio.
Before: Couldn’t pass interview.
After: Passed interview and was hired as a Jr Level Designer by Calypte Studio (Virtuos)
Problem: Abdul couldn’t pass design interviews during the live mock design jam sessions, which tests his design analysis and decision making skills.
This is despite of receiving his B.S. in Computer Science with emphasis in Game Design from UC Santa Cruz and became technically proficient in Unreal Engine 5, Unity (C#), Maya, Far Cry Arcade, Blueprints, Java.
Solution: After going through the program, he used his learnings from the principles and applied them to his Elden Ring example during the interview with Calypte Studio to impress the hiring manager and ultimately receive the job offer.
Result: Got promoted to Lead Game Designer
Studio: Tilting Point
First Position: Game Designer
Current Position: Lead Game Designer
Problem: Jonathan wanted to grow from a mid level designer to the team lead but he ran in to the following issues:
Solution: Using the principles from the program as a guiding framework along with leadership coaching, Jonathan built his skills to
Result: Improved team cross discipline collaboration and more efficient iteration cycles.
Studio: Raven Software (COD Franchise)
Position: Lead Expert Systems Designer
Problem: There were significant communication barriers between the design team and the engineers.
This disconnect often led to inefficiencies and misunderstandings during the design process, which lead to very very lengthy and costly iteration cycles.
Also, the absence of a unified design framework made it challenging for the junior designers to grasp certain the concepts.
Solution: The implementation of the Player-Centric Framework bridged the gap between the design team, engineers, and production to reduce unnecessary iteration cycles while increasing the impact of those iterations.
Result: Improved Aesir Inc’s team collaboration and their game’s Steam Ratings
Studio: Aesir Interactive
Game: Police Simulator
Implementor: Dustin Kohnen
Position: Senior Game Designer
Problem: Dustin was an experienced designer but struggled to pitch his ideas & concepts clearly to leadership, which often led to confusion and ambiguity.
Moreover, Dustin’s team was struggling with decision-making processes and coming with player focused potential solutions, often leading to delayed iteration periods.
Solution: Dustin implemented what he learned to reshape his team’s approach and established the principles as a common language for discussing design issues and solutions.
Utilizing the skills he acquired from the program, he was able to successfully present his ideas to the leadership and create multiple iterations to Aesir’s Police Simulator game.
This effective application of his newly acquired skills resulted in the game receiving an impressive 87% positive review rate from over 9000 reviews on Steam following the updates.
(This is implemented directly by the instructor, the exact design breakdown will be inside the program material)
Results: Warlock class for Mists of Pandaria became the best player rated version through all of the World of Warcraft expansion packs.
Studio: Blizzard Entertainment
Game: World of Warcraft: Mists of Pandaria
Implementor: Alexander Brazie
Former Position: Game Systems Designer
Problem: The warlock class had become over homogenized with all specs feeling similar, too many abilities that were out of place and a significant lack of coherent fantasy.
Solution: Alex applied the principles to analyze and identify the problem after collecting feedback from players on the forum.
Then he used the Player-Centric Framework to refine the class so the players clearly understand which skills are meant to be used.
In addition, he made each skill more meaningfully impactful, ensured there was responses within all specializations for dynamic battle conditions, and that there was satisfying outcomes for players who learned their skills and applied them well.
All of this within an express of unique fantasy for each sub class.
(This is implemented directly by the instructor, the exact design breakdown will be inside the program material)
Results:
Before: Unbalanced (with 55% win rate) 3rd least played character picked only by low & mid-skilled players.
After: Perfectly balanced and more competitive (with 50% win rate) picked by professional e-sports players.
Studio: Riot Games
Game: League of Legends
Implementor: Alexander Brazie
Position: Game Systems Designer
Problem: Before the rework, Xerath was an all or nothing Champion in League of Legends who needed to unload all skills at once then was useless
Therefore no one really played it. So it either has to be scraped or redesigned.
Solution: Alex first sourced and analyzed the players’ feedback in the League of Legends forums and Sub-Reddits
Then he applied his framework and principles and reworked Xerath to