Free Course Image Game Design course

Free online courseGame Design course

Duration of the online course: 10 hours and 16 minutes

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Build game design skills faster with a free online course on pacing, tutorials, accessibility, levels and player psychology—ideal for aspiring developers.

In this free course, learn about

  • How to design speedrunning-friendly games: readability, consistency, routing, and dev-support features
  • How marketing, community goodwill, and live-service choices drove Warframe vs Destiny growth
  • Pacing and emergent storytelling in Battle Royale design; building tension through uncertainty
  • Energy/timer systems: pacing sessions, monetization pressure, habit loops—and ethical tradeoffs
  • Causes and mitigations of simulation sickness: camera motion, FOV, latency, acceleration cues
  • Asymmetric multiplayer/level design challenges: fairness, clarity, balance, and spawn/objective flow
  • Reducing choice paralysis via better option sets, defaults, progressive disclosure, and UI framing
  • Affordances and tutorials: teaching through environment cues and context-sensitive help
  • Accessibility & curb-cut effect: broader audience, better UX, and design constraints that improve games
  • Planning & iteration: pre-production pitfalls, design docs, decision trees, and 'kill your darlings'
  • Ethics in design: bioessentialism/evil races, morality dilemmas, and emotional/cathartic experiences
  • Balancing randomness, difficulty, and rewards: RNG costs, dynamic difficulty, anti-save-scumming
  • Metrics and compulsive design risks: when data and variable rewards distort player experience
  • Core loops, genre mixing, de-gamification, and respecting player time (APS, game length, side quests)

Course Description

Designing a great game is less about lucky inspiration and more about making clear, testable decisions that respect how people actually play. This free online course helps you sharpen that mindset, connecting classic design principles to modern challenges in game development. You will learn how designers shape tension and rhythm, create systems that motivate without exhausting the player, and build experiences that feel fair, readable, and satisfying across different playstyles.

Throughout the course, you will explore what makes players stick with a game: strong onboarding, well-scaffolded tutorials, and interfaces that teach without interrupting flow. You will look at how affordances guide attention, why too many options can paralyze decision-making, and how accessibility features often improve usability for everyone. These ideas translate directly to better moment-to-moment gameplay, clearer UI and level readability, and fewer frustrating points where players churn out.

You will also examine design in the larger ecosystem around games. Topics like speedrunning, streaming, observer-friendly design, and asymmetric multiplayer highlight how communities engage with games beyond the intended path. You will reflect on the impact of business models and progression systems, including energy and timer mechanics, randomness balancing, and the risks of overreliance on metrics. The goal is to help you identify when data supports good judgment and when it can quietly push a game toward blandness or compulsive patterns.

Narrative and meaning are treated as design materials too: not just story beats, but how mechanics communicate values, create emotional catharsis through player action, and shape moral or no-win choices. You will consider how game history, board games, and iterative pre-production thinking can make your work more original and more feasible to ship. By the end, you should be better equipped to critique games with precision, document ideas clearly, and design systems, levels, and experiences that feel intentional from first click to final moment.

Course content

  • Video class: Speedrunning - Games Done Quick and Developer Tips - Extra Credits 07m
  • Exercise: Which of the following elements is NOT essential when designing a speedrunning-friendly game?
  • Video class: Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits 07m
  • Exercise: What major factor contributed to Warframe's unexpected growth compared to Destiny?
  • Video class: The Pacing of PUBG - The Thriller Tension of Battlegrounds - Extra Credits 07m
  • Exercise: What storytelling technique does Battlegrounds primarily use?
  • Video class: Energy Systems - How Casual Games Suck You In - Extra Credits 05m
  • Exercise: What are the three main purposes of energy and timer systems in game design according to the provided text?
  • Video class: Simulation Sickness - Causes and Cures for Game Headaches - Extra Credits 05m
  • Exercise: What is a common cause of simulation sickness in video games?
  • Video class: Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits 08m
  • Exercise: What is a primary challenge in designing asymmetric levels for multiplayer games?
  • Video class: Choice Paralysis - Too Much of a Good Thing - Extra Credits 09m
  • Exercise: What is the term used to describe the psychological state where a player feels overwhelmed and indecisive due to too many options in a game?
  • Video class: Affordances - How Design Teaches Us Without Words - Extra Credits 05m
  • Exercise: What is an example of affordance in design?
  • Video class: Tutorials 101 - How to Design a Good Game Tutorial - Extra Credits 07m
  • Exercise: What is a key principle for creating effective game tutorials?
  • Video class: Accessibility - The Curb Cut Effect - Extra Credits 07m
  • Exercise: Which of the following is NOT one of the benefits mentioned for incorporating accessibility features into video games?
  • Video class: The Pre-Production Problem - How to Improve the Planning Process in Game Design - Extra Credits 08m
  • Exercise: Why is pre-production time often cut short in video game development?
  • Video class: Evil Races are Bad Game Design - Bioessentialism 08m
  • Exercise: What is the critique of characterizing Orcs as inherently evil in games?
  • Video class: Persona 5 and Jungian Psychology - Masks, Major Arcana, and Meaning - Extra Credits 07m
  • Exercise: What is the primary focus of Jungian psychology as illustrated through the game mechanics of Persona 5?
  • Video class: The Content Conundrum - Why So Many Games Feel Generic - Extra Credits 08m
  • Exercise: What is a primary reason for the decline in content-rich games according to the video?
  • Video class: A Case for Board Games - Why Board Games Help You Make Better Video Games - Extra Credits 05m
  • Exercise: Why are board games valuable for aspiring game designers?
  • Video class: Overlooked - The Hidden Potential of Hidden Object Games - Extra Credits 05m
  • Exercise: What significant realisation did the game designer James have when he explored hidden object games?
  • Video class: Ladders and Team Games - Doing it Wrong - Extra Credits 07m
  • Exercise: What is a major problem with using the Elo rating system in team-based video games?
  • Video class: Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits 07m
  • Exercise: What are the three types of player behavior used to categorize games?
  • Video class: Combining Genres - How to Pick the Right Design Mechanics For Your Game - Extra Credits 04m
  • Exercise: In the context of game design, what is the primary reason for combining genres according to the provided text?
  • Video class: De-Gamification - Flexibility to Play Your Way - Extra Credits 08m
  • Exercise: What is the main advantage of de-gamification in video games?
  • Video class: The Price of Randomness - Balancing RNG - Extra Credits 08m
  • Video class: Art Is Not the Opposite of Fun - Why Analyzing Games Makes Them Better - Extra Credits 06m
  • Exercise: What is the primary concern addressed in the text regarding the future of video games?
  • Video class: Free-to-Play's MECHANICS are Great - The Mini-Game Revolution - Extra Credits 05m
  • Video class: Awesome Per Second - Don't Waste Time - Extra Credits 01m
  • Video class: Save Scumming - The Game Design of Save Systems - Extra Credits 08m
  • Exercise: In designing games, what is a potential method to discourage players from 'save scumming'?
  • Video class: The Prisoner's Dilemma - The Game Theory of Decision-Making - Extra Credits 07m
  • Video class: Escort Missions - Dragging Dead Weight - Extra Credits 06m
  • Video class: Metrics - The Danger of Data-Driven Game Design - Extra Credits 05m
  • Exercise: What is one of the primary concerns mentioned in the text regarding the increasing reliance on metrics in game design?
  • Video class: Loading Screens - The Waiting Game - Extra Credits 06m
  • Video class: The Disappointing Final Level - Making Better Endings For Better Games - Extra Credits 06m
  • Video class: Did Level Scaling Break Games? - Leveling in Open World Design - Extra Credits 06m
  • Exercise: What is the main purpose of level scaling in open-world RPGs?
  • Video class: The Kobayashi Maru - No-Win Scenarios in Games - Extra Credits 06m
  • Video class: Diegetic UI - Realistic, or Distracting? - Extra Credits 07m
  • Video class: The Catharsis of Doing - Designing Emotionally Intense Experiences - Extra Credits 06m
  • Exercise: What is one way in which games provide a unique form of catharsis compared to traditional forms of media such as books, films, and television?
  • Video class: The Kuleshov Effect - Improving Character Interactions in Games - Extra Credits 07m
  • Video class: When a Game is Too Long - Respecting the Player's Time - Extra Credits 06m
  • Video class: Tutorials That Don't Talk Down To You - Context Sensitive Design - Extra Credits 06m
  • Exercise: What is the term used to describe in-game information or assistance which only appears under specific circumstances to aid the player?
  • Video class: Fable Legends - The Challenges of Asymmetric Multiplayer - Extra Credits 07m
  • Video class: The New Player Experience - Hooks, Tutorials, Rewards - Extra Credits 06m
  • Video class: RPG Character Sheets - Designing Gameplay Around Character Customization - Extra Credits 05m
  • Exercise: In the context of tabletop RPGs, why can a character sheet be considered a two-way window?
  • Video class: The Four Types of Video Game Designers - Game Design Specializations - Extra Credits 08m
  • Video class: The Trolley Problem - Designs With No Right Answer - Extra Credits 06m
  • Video class: Optimal vs Fun - Designing for Different Playstyles - Extra Credits 06m
  • Exercise: In the context of game design, what is the challenge when creating strategies that are both optimal and fun?
  • Video class: EVERYONE Hates Moral Philosophy... Except Game Writers - Trolley Problem - Extra Credits #shorts 00m
  • Video class: Ma, The Space Between - Uncluttered Game Design - Extra Credits 06m
  • Video class: Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits 06m
  • Exercise: What central principle do Dragon Quest XI and DOOM share in their game design philosophy as highlighted by the text?
  • Video class: Making Better RPG Classes - What Makes a Class Classic? - Extra Credits 08m
  • Video class: Mechanics Shaping Story - Re-examining the Core Gameplay Loop - Extra Credits 07m
  • Video class: So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits 08m
  • Exercise: What is the role of geology and architecture in level design according to the text?
  • Video class: Achieving Vicarity - Creating Livable Fiction - Extra Credits 08m
  • Video class: Gamification Sucks... - How to Improve Gamification - Extra Credits 07m
  • Video class: The Real Core Loop - What Every Game Has In Common - Extra Credits 09m
  • Video class: Gestalt - The Parts and the Whole - Extra Credits 06m
  • Video class: User Generated Content - The Upsides and Pitfalls to Level Editors - Extra Credits 06m
  • Video class: Using Narrative as Context - Balancing Gameplay and Story Elements - Extra Credits 05m
  • Exercise: Why might some games benefit from having a narrative that is not the core reason for playing?
  • Video class: The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits 09m
  • Video class: The Importance of Not Playing Games - A Balanced Game Design Education - Extra Credits 06m
  • Video class: Aspirational Play - Adding a Sense of Wonder to Game Design - Extra Credits 07m
  • Video class: Should You Play the Classics? - Why Game History Matters - Extra Credits 06m
  • Video class: The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest - Extra Credits 07m
  • Video class: Overwatch and Informational Audio - Sound Design in Games - Extra Credits 06m
  • Exercise: In the context of game audio design, which sound would Overwatch prioritize to be heard louder during a team fight?
  • Video class: Shopping in Games is Garbage but it doesn't have to be! - Video Game Design - Extra Credits 08m
  • Video class: How Games Challenge Us - Empathy and Intuition in Puzzle Design - Extra Credits 07m
  • Video class: Character Creators 09m
  • Exercise: What is the main benefit of a well-implemented freeform character creator in a video game?
  • Video class: Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits 08m
  • Video class: Designing Morality Systems - World Building and Morality in Gaming - Extra Credits - Game Design 09m
  • Video class: Building Streaming Into Your Game - Designing Games for Observers - Extra Credits 07m
  • Exercise: What is crucial for integrating streaming features effectively in a game design?
  • Video class: The Bystander Effect - Standing Up From the Crowd - Extra Credits 06m
  • Video class: Cozy Games Gone Bad - Classifying Wholesome Games - Extra Credits 09m
  • Video class: You Deserve Better Side Quests - Extra Credits Gaming 09m
  • Exercise: In game design, what is a more effective approach for creating engaging quests, according to the provided text?
  • Video class: Designing Around Rage - Extra Credits Gaming 08m
  • Video class: Final Fantasy VII: Breaking the Remake - Reboots, Remasters, and Remakes - Extra Credits 09m
  • Video class: How Games Control You - Compulsive Design in Games - Extra Credits 07m
  • Exercise: In the context of game design discussed by Extra History, which of the following design elements can unintentionally encourage compulsive play patterns in players?
  • Video class: Shark Attack! Thursday at Noon - Variable Ratio 05m
  • Video class: Should You Care About Canon? - Extra Credits Gaming 08m
  • Video class: Decision Trees: Video Game's Secret Weapon for Story and Gameplay 07m
  • Exercise: In the context of game design, what is a decision tree?
  • Video class: How Games Twist Probability - Extra Credits Gaming 09m
  • Video class: Design Land: High Concept - Extra Credits Video Games 07m
  • Video class: Design Land: Creating Great Design Docs - Extra Credits Video Games 09m
  • Exercise: In the context of game design, what purpose does a design document NOT serve?
  • Video class: Kill Your Darlings - Iteration 08m
  • Video class: Do Emotes Make Us Worse People? - Extra Credits Gaming 09m
  • Video class: Designing Heartbreak, Propaganda and Death - Extra Credits Gaming 10m
  • Video class: 5 Rules for Design Tools - Developing RPG and Tabletop tools for other people to be creative! 09m
  • Video class: Design Land: Video Game Art Style - Extra Credits 07m

This free course includes:

10 hours and 16 minutes of online video course

Digital certificate of course completion (Free)

Exercises to train your knowledge

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Course comments: Game Design course

MP

Matthew Paras Cabuhay

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The course ia very helpful for fundamentals on how to be a good Game Designer. I've learned a lot and all of the videos are well-thought.

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