INTRODUCTION TO
GAME DESIGN
COURSE NAME
Why As a communication design student, I gravitated towards the Introduction to Game
Design course because it fundamentally shifts perspective – moving beyond static
visuals to deeply explore how interactive elements, compelling narratives, and
this
meticulously structured systems can forge truly impactful user engagement. This
discipline, for me, is about constructing experiences that subtly guide behavior
through thoughtful rule sets and effectively convey complex concepts through the
dynamic medium of play. The course has significantly sharpened my proficiency in
crafting immersive narratives, distilling intricate ideas into digestible forms, and
honing a truly user-centric approach to design. Furthermore, it's illuminated the
course ?
power of iterative prototyping for rapid ideation, and offered unique insights into the
subtle psychological triggers that drive user motivation – all indispensable
competencies within the expansive field of communication design.
The milestone
1 3
2 4
Important pointers
before designing a game
Define the Core Experienc
Identify the Target Audienc
Set Clear Goals and Win Conditions
Balance Skill and Chanc
Sketch a Basic Prototype
Think in Systems Design with Constraint
Document Everything (GDD)
Important pointers
Time to build a game.
before designing a game
Core experience
Strategic Pathfinding: Adapting to changing directions and planning for multiple pieces
High-Stakes Decisions: Choosing when to push, use tokens, or "zap.
Competitive Excitement: Through "zapping," creating playful rivalry
Whimsical Challenge: Fun despite competitive nature.
Core loop
Move a Piece
Advance Towards
. Goal
Roll the Die Resolve Tile Effects
Emotional Target
Excitement & Anticipation: With each roll and decision
Strategic Satisfaction: When successfully navigating or zapping
Lighthearted Frustration: Quickly offset by retaliation
Triumph: Achieving the final win condition
Playful Competition: Fostering fun rivalry.
Goal Win condition
Win Condition: Be the first player to
Goal: To successfully navigate all move all 5 of your pieces to the very
five of your player pieces from their center of the board, with each piece
starting points on the outermost ring having accumulated and carrying a
through the spiraling board to the minimum of 2 Thunder Tokens upon
very center. its arrival at the center.
Core mechanics
Dice Rolling: Primary movement
Spatial Movement: Pieces navigate segmented, circular board with directional flow
Modular Progression: Pieces transition between rings via specific tiles after
completing a circuit
Player Elimination (Temporary) & Knockback: "Zapping" opponents sends them back
to start, gaining resources
Resource Collection: "Thunder Tokens" from zapping, dual-purpose for winning/
escaping
Negative Area Effect: "Storm Cloud" tiles act as temporary movement blockers.
Rules
These rules are fundamental to the game's identity and cannot be easily
changed without altering the core experience
Fixed Movement Directions: Alternating anti-clockwise/clockwise per
ring
Transition Tile Requirement: Pieces must complete a circuit and land
on the designated transition tile
Storm Cloud Trap: Landing on a dark blue square stops movement
until a 6 is rolled or 1 Thunder Token is spent
Zapping & Token Gain: Landing on an opponent sends them back to
start and awards 1 Thunder Token
5-Piece Victory & 2 Thunder Token Requirement: All 5 pieces must
reach the center, and each must have at least 2 Thunder Tokens.
Balance , skill , luck
Spiral Rush aims for a compelling balance, leveraging elements of both skill and chance for
an engaging experience
Skill Elements (~60%)
Piece Selection: Deciding which of your 5 pieces to move
Movement Optimization: Choosing the best path given the die roll
Thunder Token Management: Deciding when to save vs. spend tokens
Targeting Opponents: Strategically landing on opponents
Navigating Transitions: Planning moves to precisely land on inner circle tiles
Adapting to Board State: Reacting to opponent positions, traps, and current direction
Luck Elements (~40%)
Die Roll: Determines movement distance each turn
Opponent's Rolls: Influences who gets zapped or caught in traps
Balance Element: The combination of strategic choices (skill) with the unpredictability of
die rolls (luck) creates dynamic gameplay. Players can mitigate bad luck through clever
play and resource management, while good luck can provide an advantage but rarely
guarantees victory without good decisions.
Key takeaways
Iterate Quickly: Use paper prototypes for rapid testing
and core mechanic focus
Balanced Design: Ensure clear goals, balanced difficulty,
and a blend of chance and skill
Clear Rules: Make all rules specific, complete, and allow
for dynamic play
Document Ideas: A Game Design Document (GDD)
organizes concepts for aligned developmen
Teach Through Play: Show players the game's
experience, don't just tell them rules
Engage & Replay: Design for continuous player
engagement and high replay value