$1,749 per student, purchased as an add-on to a GDC Pass.
To join a GDC Masterclass onsite at GDC, a GDC Pass must be purchased first. Seating is limited to ensure each student has time with the instructor, and registration for these courses will be closed when capacity is reached.
For new designers, the scope of game design is so large that it is impossible for any finite curriculum to teach them everything they need to know. For veteran designers, combining a career's worth of design technique and expertise into unified intentional designs is a difficult task. This class introduces a practical way to help designers synthesize their existing knowledge and understand the ways that the techniques that they know interact and how each affects their overall design.
This course will introduce the idea of Game Design Patterns and a Pattern Language. It will walk students through the process of creating their first pattern. Students will form small groups and create additional patterns. Groups will work together to connect their patterns into a larger Pattern Language. Finally, students will complete a group design exercise based on a selected set of patterns.
One-Day Course: This is a single course that takes place over one full eight-hour day with breaks. No certification is provided. However, students will have ongoing access to all of the patterns recorded on the Pattern Library website. The slides and handouts from the course will be publicly available.
This course will be valuable to many different groups, from new game design students, to design team leads to game design professors. Each will find different uses for the techniques discussed in the course, including facilitating clear communication between those groups!
You will learn:
- The definition and history of Design Patterns and Pattern Languages.
- The process for creating your own game design patterns to help you solve thorny design problems.
- The process for connecting patterns together into a Pattern Language to solve complex problems or create full game designs.
- How to record your patterns and access patterns created by others in the freely available Pattern Library.
- How to use a set of patterns as the basis for a unique design.
- You will leave the course with the experience of creating and using 5 or more original design patterns.
This course uses the pattern creation process detailed in the textbook "Pattern Language for Game Design," however, that book is not required for this course.
Chris has spoken at conferences all over the world. He contributed his game design and programming skills to Pearson's web-based MMO, Poptropica, for six years, as well as serving as the lead internal game designer for the educational games website Funbrain. For the past five years, he has been teaching game design in Northeastern University's graduate and undergraduate game design programs. In December he published the book 'Pattern Language for Game Design' and maintains the free Pattern Library.