Video Game Mechanics Fundamentals

This program covers the nuances of game mechanics and their integration with other components to shape player interactions.

You’ll develop a framework to analyze, contextually re-use, and design mechanics from scratch.

18

Video lessons

6

Months of instructor feedback

6+

Hours of Content

14

Days money-back guarantee

Program Overview:

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:

  • Share projects or your portfolio for review
  • Get feedback when stuck
  • Discuss and bounce ideas

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.

You'll have the skills to:

  1. Effectively break down game mechanics, understanding the distinctions between inputs, verbs, interactions, and mechanics.
  2. Plan new mechanics, utilizing the universal game mechanic description format to visualize them.
  3. Identify and apply abstract design patterns across different games and genres.
  4. Understand the purpose behind resource systems and how they connect to design intent.
  5. Differentiate between shallow, deep, narrow, and broad game mechanics and know how to improve them.

Learn from Industry experts

Instructor: Alexander Brazie, Senior Game Designer

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

  • Warlock Class Overhaul in Mists of Pandaria (WoW)
  • Built the Pet PvP System from scratch
  • Reworked Xerath (LoL)
  • Revamped the warding system & passive income for the supports (LoL)
  • Work on weapon designs, spells, shards and UI (Ori and the Will of the Wisps)
  • Fundamental game design for No Rest of the Wicked (All gameplay systems)

Contributing Experts

Picture of Celia Wagar (<a href="https://www.linkedin.com/in/celia-wagar-80399414/" target="_blank">LinkedIn</a>)

Celia Wagar (LinkedIn)

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.

Picture of Celia Wagar (<a href="https://www.linkedin.com/in/celia-wagar-80399414/" target="_blank">LinkedIn</a>)

Celia Wagar (LinkedIn)

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.

Picture of Joseph Sopko (<a href="https://www.linkedin.com/in/joseph-sopko-20158659/" target="_blank">LinkedIn</a>)

Joseph Sopko (LinkedIn)

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.)

Picture of Joseph Sopko (<a href="https://www.linkedin.com/in/joseph-sopko-20158659/" target="_blank">LinkedIn</a>)

Joseph Sopko (LinkedIn)

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.)

Instructors worked and contributed to:

World of Warcraft Logo Original
ori will of the wisps logo
league of legends logo
Ashen Logo 002
no rest for the wicked
concord logo

This Program includes:

18 lessons | 6+ hrs of content

Lifetime access and updates

Weekly live office hours​

6 months of direct access to instructors

Community with 1820 devs

Design drills and workshops

Course Certificate

14-days money-back guarantee

What you'll learn:

Lessons & Frameworks

1. Depth

  • What is depth and how does it work?
  • Analyze the 3 Tiers of Depth
  • The Game Elegance Formula
  • 3 Step-Process for Designing Elegant Gameplay
  • Advanced Optimizations to Expand Relevant Depth
  • Player Choice Optimization Framework

Workshop :

  • We’ll map out the game mechanics of “No Rest For the Wicked” style game together

Drills: 

  • 8 Drills

Examples:

  •  

Part 2: Game mechanics

  • Universal Game Mechanics Description Framework
  • Game Mechanics: How Do They Shape Player Experience
  • The Hidden Nuances of Game Mechanics
  • The 6 Qualities of Deep Mechanics & Player Tools
  • How to Plan Mechanics, Tools, Situations, and Consequences
  • 6 Techniques to Empower Players to Master Your Mechanics
  • The 4 Key Context Types that Impact Game Mechanics
  • 8 Design Tools to Streamline Your Gameplay
  • Resources & Resource Flow in Game Mechanics
    • 3 parts of a resource system

Workshop :

  • We’ll map out the game mechanics of “No Rest For the Wicked” style game together

Drills: 

  • 8 Drills

Examples:

  • A comprehensive list of best 45 games to study about game mechanics in their respective genres.
  • Examples from former participants

Part 2: Game tools

  • Universal Game Mechanics Description Framework
  • Game Mechanics: How Do They Shape Player Experience
  • The Hidden Nuances of Game Mechanics
  • The 6 Qualities of Deep Mechanics & Player Tools
  • How to Plan Mechanics, Tools, Situations, and Consequences
  • 6 Techniques to Empower Players to Master Your Mechanics
  • The 4 Key Context Types that Impact Game Mechanics
  • 8 Design Tools to Streamline Your Gameplay
  • Resources & Resource Flow in Game Mechanics
    • 3 parts of a resource system

Workshop :

  • We’ll map out the game mechanics of “No Rest For the Wicked” style game together

Drills: 

  • 8 Drills

Examples:

  • A comprehensive list of best 45 games to study about game mechanics in their respective genres.
  • Examples from former participants

Part 2: Game mechanics

  • Universal Game Mechanics Description Framework
  • Game Mechanics: How Do They Shape Player Experience
  • The Hidden Nuances of Game Mechanics
  • The 6 Qualities of Deep Mechanics & Player Tools
  • How to Plan Mechanics, Tools, Situations, and Consequences
  • 6 Techniques to Empower Players to Master Your Mechanics
  • The 4 Key Context Types that Impact Game Mechanics
  • 8 Design Tools to Streamline Your Gameplay
  • Resources & Resource Flow in Game Mechanics
    • 3 parts of a resource system

Workshop :

  • We’ll map out the game mechanics of “No Rest For the Wicked” style game together

Drills: 

  • 8 Drills

Examples:

  • A comprehensive list of best 45 games to study about game mechanics in their respective genres.
  • Examples from former participants

Live recording of the original bootcamp workshop session.

A few more results from our members

(Feel free to chat with them in our Discord community about their journey)
Picture of Ruhan Bello

Ruhan Bello

Game Programmer at Photon Engine
LinkedIn

5/5
Picture of Miles Butler

Miles Butler

Indie Game Developer
LinkedIn

5/5

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.

Picture of Crow Tomkus

Crow Tomkus

Narrative Designer at Big Blue Sky Games
LinkedIn

5/5

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.

Picture of Jonathan Alcontin

Jonathan Alcontin

Tilting Point's Lead Game Designer
LinkedIn

5/5

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.

Picture of Malcolm Yeo

Malcolm Yeo

Community Representative at Square Enix America
LinkedIn

5/5

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.

Picture of Victor Jesus Arroyo Reyes

Victor Jesus Arroyo Reyes

Game Developer at Software and Tech
LinkedIn

5/5

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.

Picture of Michael Breese

Michael Breese

Sr. Systems Designer at Riot Games
LinkedIn

5/5
Picture of Ses Goe

Ses Goe

Indie game dev
LinkedIn

5/5

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.

Picture of Leerer G.

Leerer G.

Graphic designer transitioning into game design

5/5

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!

Picture of Elliot M.

Elliot M.

Cinematic Designer at Respawn Entertaiment

5/5

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.

Start building your design skills and portfolio today

Transform your passion into a career
Tuition Cost
297
USD
14-Day Money Back Guarantee
Our members got hired and promoted at 51+ studios worldwide:

Common Questions:

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:

  1. You’re a right fit.
  2. You get what you’re expecting.

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.

First:

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:

  1. Weekly live group office hour with the instructor
  2. Private course channel for exercise feedback and interact with the instructor, devs and other members
  3. Discuss how to tailor the program to reach your goal

If you don’t see an onboarding email within 24 hours of your purchase, then

  1. Double check your Promotions Tab, Updates Tab, or Spam Folder
  2. [If you still don’t see the email] Reach out to us at support[at]gamedesignskills.com

Next,

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):

  1. Modules 1-4
  2. 3 live office hours
  3. Chat feedback
  4. Accountability coach

The moment the second payment goes through, you get immediate access to the rest (month 2):

  1. Modules 5-8
  2. Next 3 live office hours
  3. Chat feedback (continued access)
  4. Accountability coach (continued access)

The moment the third payment goes through, you get immediate access to the rest (month 3):

  1. Career Accelerator Bonus
  2. Board game Prototype Guide
  3. Iterative Process Checklist
  4. The next 2 live office hours
  5. Chat feedback (continued access)
  6. Accountability coach (continued access)

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:

  1. Take part in the Career Goal and Portfolio Workshops to set your goals, build a portfolio, and create a roadmap to achieve them.
  2. Attend the live office hours to get personalized mentorship and learn faster.
  3. Do the practice exercises and drills to turn your knowledge into real design job skills.
  4. Get hands-on by building game projects, modding, or recreating a part of a popular game to apply what you learn.
  5. Use the program’s principles and exercises to practice improving the gameplay of your target studio’s games – this will help you pass their design tests and interviews.
  6. Ask for feedback in Discord to minimize your trial and error.

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:

  1. Big passion for games and care about creating games that players will enjoy.
  2. Willingness to play games outside of your preference to study and improve your design skills.
  3. Enjoy the process of making games and trying to improve them over time despite the challenges and the effort required.
  4. Determination to start your game design career(solo dev or in-studio) and understand that you need to take action outside of the program that we cannot do instead of you, such as:
    • Build or mod your own games – we can guide you.
    • Create your portfolio – we can help you improve it
    • Source and apply for entry-level game design jobs.
    • Learn how to use a game engine and basic scripting

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

  • Improve your game experience, which is the leading indicator to player retention and better monetization.
  • Improve your team’s collaboration. Even if you’re just working with contractors, you’ll communicate more clearly and efficiently.
  • Clarify your vision and communicate with investors (if you’re getting funding).
  • Increase the potency of your iteration cycles to get more out of betting with limited resources.

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 TYPEEXAMPLES
RPGFinal Fantasy, Dragon Quest
MMORPGWorld of Warcraft, Everquest, Overwatch, Final Fantasy XI & XIV
TACTICAL RPGValkyria Chronicles, Orgre Battle
SANDBOX RPGGrand Theft Auto, Deus Ex, Skyrim Elderscrolls, Fallout, Fable
ACTION RPGDiablo 3, Darksouls, Wizard of Legend, Bastian
MOBALeague of Legends, Defense of the Ancients
STRATEGYOff World Trading Company, The Banner Saga
RTS / RTTStartCraft 1 & 2, Age of Empire, Warhammer 4k
TURN BASED STRATEGYCivilization, Heroes of Might & Magic, Excyom
WAR GAMEDiplomacy
2D – SIDE SCROLLINGMario brothers, Metal slug, Mega man, Death’s Gambit, Super Meat Boy
2D – METROIDVANIASuper 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 DEFENSEWarCraft 3, Plants vs Zombies
ACTION/ADVENTURE GAMELegends of Zelda, Darksiders
STEALTH GAMESAssassins Creed, Metal Gear Solid, Thief, Seikiro
FPSCOD, Modern Warfare, Battlefield, Insurgency, Half LIfe, Crisis
SURVIVALBattleground, Fortnite, Battle Royal, Apex legends
ROGUELIKEBinding of Issac, Rogue Legacy
PLATFORMERSupermario 64. Hat in Time, Jack & Dexter

Here are the genres that this program is NOT optimal for

GENRE TYPEEXAMPLES
RHYTHMGuitar Hero, Dance Dance Revolution
TEXT ADVENTUREText Adventure, Ai Dungeon
INTERACTIVE MOVIEBlack Mirror, You vs. Wild
SIMULATION/SERIOUS GAMESWorld Without Oil, PeaceMaker, Cities Skylines
SPORTSBasketball, football
RACINGNeed for Speed, Gran Tourismo
GAMBLINGSlot machines, black jack
ADVERGAMESChipotle Scarecrow, Lego Apps
SURVIVAL HORROROutlast, 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

  1. Need to pass job interview.
  2. Need to apply the learnings to a game they’re working on.

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:

  1. Assigning you an accountability coach who will check in with you regularly to see if you’re stuck anywhere and ensure you are getting the most out of the program.

  2. Evaluate your skill level and define your goals through the Career Goal Workshop and then connect you with a few fellow FPGD members who are at a similar level. 

    This will allow you to build relationships, stay accountable, and collaborate to progress at an accelerated pace.

  3. Lastly, we’ll send you module emails that serve as helpful reminders, helping you maintain a consistent learning pace and stay on course.

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:

  1. Using the program’s principles to identify and analyze player challenges.
  2. Designing meaningful and satisfying design choices that will emotionally and mentally connect players to your game.
  3. Improving your problem-solving skills to present multiple viable design solutions to your players.

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:

  • Developing a game solo or with a friend.
  • Participating in game jams.
  • Working on a game within a studio.
  • Building and launching an indie game.
  • Engaging in modding or recreating game elements.

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:

  1. You don’t know where or how to start or what to even learn.
  2. You’re not sure what information is credible.
  3. You’re paralyzed by both conflicting and overwhelming amounts of information.
  4. Your initial motivation suddenly drops from a lack clarity, accountability and feedback from someone credible.

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:

  • Personalized feedback from an instructor with both breadth & depth of game design specific knowledge who worked on the biggest games in the world – at your finger tips.
  • Full year access to the instructor for full year with 8 live (face time) office hours sessions – instead of paying more than cost of the program just for an hour of consultation.
  • Increased earning potential from acquire high lever skills to getting hired or promoted – while having the privilege to work on your passion.
  • You can find out if game design suits you for only $480, a far more budget-friendly alternative to enrolling in a 4-year university program that could cost you $50k-85k.
  • Avoiding costly mistakes – such as wasting your time and energy on things that don’t work. 
  • Accountability – so you don’t lose momentum.

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.

EXPERIENCE & BACKGROUND:

[STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

(Creator of Apex Legends & former Creative Director at Respawn)

[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.

  • Classic:
    • Designed Cosmos UI
    • Designed part of Raid Team for Naxxramas
  • Burning Crusade:
    • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
    • Designed the Outlands content
    • Designed The Underbog including bosses:
      • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
    • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
    • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
  • Wrath of the Lich King:
    • Designed quest content, events and PvP areas of Wintergrasp
    • Designed Vehicle system
    • Designed the Death Knight talent trees
    • Designed the Lord Marrowgar raid
  • Cataclysm:
    • Designed quest content
    • Designed Deathwing Overworld encounters
    • Designed Morchok and Rhyolith raid fights
  • Mists of Pandaria: 
    • Overhauled the entire Warlock class – Best player rated version through all expansion packs
    • Designed pet battle combat engine and scripted client scene

[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

[STUDIO] Riot Games: Systems designer, in-studio game design instructor

(Former Global Communications Lead for League of Legends)
(Former Technical Game Designer at Riot Games)

[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.

  • Redesigned Xerath Champion by interfacing with community
  • Reworked the support income system for season 4
  • Redesigned the Ward system
  • Assisted in development of new trinket system
  • Heavily expanded internal tools and features for design team
  • Improved UI indicators to improve clarity of allied behaviour

[OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

[STUDIO] Moon Studios: Senior game designer

(Former Lead Game Designer at Moon Studios)

[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).

  • Designed the weapon and Shard systems
  • Worked on combat balance
  • Designed most of the User Interface

[GAME] Unreleased RPG project

  • Designed core combat
  • High-level design content planning
  • Game systems design
  • Game design documentation
  • Gameplay systems engineering
  • Tools design
  • Photon Quantum implementation of gameplay

[VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

[PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

  • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

[CONSULTING] Atomech: Founder / Game Design Consultant

[STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

  • Helped build, train and establish the design teams
  • Established unique combat niche and overall design philosophy
  • Tracked quality, consistency and feedback methods
  • Established company meeting structure and culture

Game Design Keynotes:

(Former Global Head of HR for Wargaming and Riot Games)
  • Tencent Studio
  • Wargaming
  • USC (University of Southern California)
  • RIT (Rochester Institute of Technology)
  • US AFCEA (Armed Forces Communications and Electronics Association)
  • UFIEA (University of Florida Interactive Entertainment Academy)
  • West Gaming Foundation
  • Kyoto Computer Gakuin – Kyoto, Japan

Case Studies

(For First Principles of Game Design Program)

Results: Multiple job offers.

Before: Couldn’t pass interview.
After: Passed interviews and got job offers

    1. Ass. Game Producer from Com2us (Gamevil)
    2. Jr. Game Designer from an Ai robotics company 
    3. Ass. Game Producer from Tencent Lightspeed LA

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:

  1. Couldn’t facilitate his dev team’s collaboration
  2. Having trouble training junior game designers

Solution: Using the principles from the program as a guiding framework along with leadership coaching, Jonathan built his skills to

  1. Improve his team’s efficiency and output during design discussions to evaluate design trade-offs and decisions.
  2. Improved his training process for the new junior designers and fortified his rapport with his team.

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.

  • 8 years after the design left World of Warcraft, players made 3D figures of one of the characters he designed.
  • Blizzard put two cards in Hearthstone named after his Warlock.
  • Over 97,000 Warlock players from China voted that the Mists of Pandaria Warlock design (his redesign) was the best version they’ve played.

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

  1. Give each skill more nuanced skill expressions
  2. Improved the pacing of combat decisions and a higher range fantasy than was thought possible at the time

Mentorship Examples

(Live Weekly Office Hour)
Daniel - How to apply Module 1 concept Clarity to my game?
Arda - Did I implemented your portfolio feedback correctly?
Adam - Can I get feedback for my university Capstone game Kitty Kart
Ronald - How do I get the most out of the FPGD course?
Daniel - How do I balance player abilities in my horror game?
Pray - Can I get feedback for my game Match Maker?

Some studios where our members got hired or promoted at:

AND MORE...