Game Studio: Bad Guys

Open—Spring

Barriers, boundaries, and no-go adversaries—for many players, a game is only as good as its obstacles, or “bad guys.” In this course, we’ll take an in-depth look at obstacles and how they operate in small mobile games. What makes a game “bad guy” fun as opposed to frustrating? How do programmers create obstacles that players can eventually defeat? How do designers create barriers that players are able to recognize as defeatable? What in-play clues contribute to “bad guys” that can first stop players, then help them learn to succeed? Students will build two small games in this class, each centered on a memorable “bad guy.” We’ll also look at some classic game barriers and consider how players feel about “bad guys” as they make their way past them.