I liked that it walked through a few different genres instead of just one. Prototyping a little platformer felt totally different from the puzzle idea I tried after, and seeing both helped a lot.
Game Development: Build Your First Prototypes
Discover how to transform game concepts into playable prototypes across various game genres using foundational development techniques.
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Kurz und fokussiert
2 Std. 48 Min. praktische Inhalte
Abschlusszertifikat
Jeder Kurs, den du auf PickAClass abschließt, stellt ein Zertifikat wie dieses aus — original, mit eigenem Code, per URL verifizierbar und detailliert zu dem, was tatsächlich gezeigt wurde.
Bewertungen (19)
Solid intro to prototyping.
Strong on design thinking and turning concepts into something playable. I would have loved a little more on the art and visual side, but that clearly wasn't the focus here.
The section on identifying your core mechanic before adding anything else completely changed how I approach projects. I used to pile on features immediately. Now I nail the loop first.
Really practical way to go from a vague idea in my head to something I could actually click around in.
Really helpful for grasping the design fundamentals and how to structure a game loop. It stays pretty engine-agnostic which is great for the concepts, but as a total newbie I sometimes wanted more hand-holding on the actual implementation.
I finally understand what a game loop actually is and why it matters, and I got a tiny playable thing running by the end.
What stuck with me most was the idea of building the ugliest possible version first just to test if the idea is even fun. Saved me so much wasted time already.
Turned my messy idea into a working prototype faster than I expected, and I finally get how mechanics and the core loop fit together.
Clear and beginner friendly, just wanted a touch more depth on playtesting your prototype with other people.
Exactly what I needed to stop planning games and actually start making one.
I have started and abandoned so many game projects because I always tried to build the whole thing at once. This course finally taught me to prototype. The lessons on isolating your core mechanic and getting a rough playable loop going quickly are worth the price alone. I spent a weekend and made a tiny score-chasing arcade game, nothing fancy, but it works and it is actually kind of fun. What stood out was how much it focused on the thinking behind design decisions rather than just telling you what buttons to press. That mindset carries over to whatever tools you end up using.
As a hobbyist who tinkers on weekends, this hit exactly the right level for me. It assumes you are curious but not experienced, and it builds up the core ideas step by step. I especially liked how each genre got a quick prototype treatment so you could see how the fundamentals apply differently to a shooter versus a puzzle versus a simple sim. By the end I had two small prototypes I actually kept iterating on for fun. The pacing was comfortable and nothing felt like filler. Easily the most useful game design intro I have tried.
Built my first game!
This is a genuinely good foundation course. It does a great job explaining core mechanics, game loops, and how to scope an idea down to something you can actually finish as a prototype. I built a simple avoid-the-obstacles game and felt proud of it. My only real gripe is that a couple of the later examples moved a bit fast and I had to rewatch them. Still, for understanding the design fundamentals of going from concept to playable, it delivers. Would recommend to anyone on the fence about starting.
I came in with zero experience and honestly a bit intimidated. The course breaks everything down so gently, starting from what a prototype even is and why you make one before committing to a full game. By the halfway point I had a rough top-down movement demo working. The part I appreciated most was the emphasis on iterating, you make a small thing, test whether it feels good, then change one piece and test again. It reframed game dev as a series of small experiments rather than one giant scary project. I feel like I actually have a method now instead of just random ideas.
Good coverage of the fundamentals, though I wish it leaned into one specific engine a bit more instead of staying so general.
Great starting point.
The concept-to-prototype workflow is explained so clearly. I stopped overthinking and just started building small, and it worked. First playable in a couple of evenings.
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