🤑 You have $200 tuition credit

Apply and Redeem Now!
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE

GAME DESIGN

Dates: 16 JUL 2026 - 25 AUG 2026
Duration: 6 WEEKS
TUESDAYS & THURSDAYS
7 PM SGT / 9 PM AEST
YANDHIE DONO PRATOPO
EX-LUCASARTS, UBISOFT, BANDAI NAMCO
Yandhie Dono Pratopo
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE

LIVE ONLINE COURSE ON GAME DESIGN

DATES:
16 JUL 2026 - 25 AUG 2026
DURATION:
6 WEEKS
TUESDAYS & THURSDAYS
7 PM SGT / 9 PM AEST

Build worlds players don’t want to leave.

Join Yandhie Dono Pratopo, a Creative Director with 16+ years across LucasArts, Ubisoft, and Bandai Namco, and turn your ideas into a playable Unreal Engine 5 level, backed by pro workflows, feedback, and real industry insight.

WHO THIS COURSE IS FOR

  • YOU ARE AN EARLY-CAREER DESIGNER

     

    You already know the basics, but still feel unsure about real projects. This course bridges that gap with structured, hands-on work that mirrors studio pipelines. You’ll build with Unreal Engine 5, refine systems using proven frameworks, and get iterative feedback that sharpens how you think, design, and execute. By the end, you’ll have tangible proof of your skills.

  • YOU ARE A CAREER SWITCHER

     

    Moving into game design can feel like starting from zero. This game design course cuts through that noise with a clear, industry-aligned path that builds on what you already know. You’ll learn how studios operate, how ideas become playable systems, and how to communicate them professionally. Everything is built to fit around your schedule so you can transition without hitting pause on your current role.

  • YOU ARE AN INDIE DEVELOPER

     

    You’re already building but something’s missing in the design. These game design classes strengthen the systems behind your game, helping you balance mechanics, structure progression, and design with intention. You’ll gain frameworks used by top studios, test ideas through playtesting loops, and validate decisions with data. The result: tighter gameplay, clearer direction, stronger player engagement.

  • YOU ARE A RECENT GRADUATE

     

    You’ve studied the theory but studios want proof. This online game design course turns your knowledge into a portfolio that stands out. You’ll design, document, and build a complete level from scratch, then present it with a professional pitch and playthrough. Along the way, you’ll learn how to position your work, communicate your ideas, and walk into interviews with confidence.

Our students work in 1600+ companies worldwide

  • Google logo
  • Apple logo
  • Ubisoft logo
  • Microsoft logo
  • Blizzard logo
  • Uber logo
  • Epic Games logo
  • Amazon logo
  • Spotify logo
  • Meta logo
  • PlayStation Studios logo
  • Nike logo
 
ABOUT THE COURSE
01
HANDS-ON, START  TO FINISH

Think you’re sitting back and watching? Think again. You’ll design, test, and iterate through structured assignments and live workshops that mirror studio workflows. From mechanic breakdowns to full greyboxing in Unreal Engine 5, every task builds towards real capability.

02
INDUSTRY INSIGHT

Break down real games, systems, and studio pipelines to understand what actually works and why. Through case studies and expert sessions, you’ll see how top teams approach mechanics, progression, and player engagement.

03
A PORTFOLIO  THAT OPENS DOORS

Your final project isn’t just an exercise, it’s your entry point into the industry. You’ll deliver a complete level design, supported by a professional pitch deck and playthrough video that demonstrates your process. It’s built to show studios how you think, not just what you make.

INSTRUCTOR

YANDHIE DONO PRATOPO

LinkedIn Profile
  • Led design as Creative Director across global studios
  • Contributed to titles at LucasArts, Ubisoft, Bandai Namco
  • Delivered 7+ published games across multiple markets
  • Built experience across North American, European, and Japanese teams
  • Progressed from intern to leadership over 16+ years
  • Shipped projects including The Force Unleashed II and Ace Combat 7
  • Mentored designers across disciplines and production stages
Instructor Yandhie Dono Pratopo
syllabus
00
TUE (14/7), 7 PM SGT/9 PM AEST
Welcome Lesson

Meet your instructor, discover the path ahead, and prepare your quest. It’s dangerous to go alone; your journey starts here.

  • Instructor intro
  • Course structure & final project overview
  • The current state of the industry
  • Housekeeping rules
  • Workshop: Meet your peers & share your background
More Less
01
THU (16/7), 7 PM SGT/9 PM AEST
On Game Design, Game Designer, Roles, & Opportunities

Learn the terminology, tools, and landscape of game design and development. You’ll explore roles, processes, genres, and pipelines — and start connecting your personal inspirations to the role of game designer.

  • Game design principles & concepts
  • Different kind of games: Genres, platforms, styles
  • Game dev pipelines: Pre-pro, prod, alpha, beta, release, post-release
  • Team & organisational hierarchy 
  • Game designer’s role & responsibilities
  • Case Studies: Game design pipeline: AAA vs. indie studios
More Less
02
TUE (21/7), 7 PM SGT/9 PM AEST
GDD & Information Management: Order in the Chaos

In the chaos of creation, the Game Design Document is your North Star. Learn to architect a "living document" that aligns your team, organises your assets, and ensures your vision doesn't just stay a dream, but becomes a technical reality.

  • Anatomy of a professional GDD 
  • Presentation of a single source of truth
  • Importance of asset organisation: Knowledge, files, art assets, etc.
  • Case Studies: Overview of GDD of recognised games

Assignment #1: Competitive Analysis Research
Identify one released game that most closely aligns with the project you intend to build. Conduct a competitive analysis by researching project scope & timeline; technical stack; market positioning; production resources; the "gap" analysis.

More Less
03
THU (23/7), 7 PM SGT/9 PM AEST
Alchemist’s  Toolbox:  Turning Mechanics into Magic

Go under the hood to see how games function. By mastering frameworks, you’ll learn to bridge the gap between technical mechanics and the emotional "fun" experienced by the player.

  • Introduction to MDA
  • Introduction to Elemental Tetrad by Jesse Schell
  • Introduction to RGD
  • Case Study: Using MDA to deconstruct a popular game
  • Workshop: Your own gamemechanics breakdown

Assignment #2: Game Mechanic Documentation
Choose one simple game mechanic and write a 1-page technical breakdown. Ensure the clarity, structure, and professional formatting of your documentation.

More Less
04
TUE (28/7), 7 PM SGT/9 PM AEST
The Friction Architect: Engineering Obstacles

Games are built on friction; without a problem, a game is just a stroll. Master the "Zelda Method" of progression to architect challenges that evolve with the player, balancing skill floors and ceilings to trap them willingly in the legendary "flow state."

  • Game experience as a problem-solving journey
  • Exploring flow theory
  • Understanding skill ceilings & skill floors
  • Analysing types of challenges
  • Scaling challenge with RGD
  • Case Study: The "Zelda" Method

Assignment #3: Designing a Challenge Chain
Design a Level Beat centered around a single gameplay challenge. You must document how the difficulty scales throughout the sequence using the Zelda-style progression method.

More Less
05
THU (30/7), 7 PM SGT/9 PM AEST
World Building & Walls  That  Talk

Stop just telling stories and start building them into the foundations of your world. Architect immersive environments where every prop and light placement whispers a secret, transforming your level into a "narrative zoo" that breathes life into your lore.

  • World building & immersive environment 
  • Harmony between narrative & game mechanics
  • Leveraging narrative to build lasting impression & connection with the players
  • Case Studies: Comparisons of narrative uses between games
More Less
06
TUE (4/8), 7 PM SGT/9 PM AEST
The Science of Fun: Data-Driven Design

Map the emotional player journey and the hooks that keep them coming back. From Bartle’s player types to A/B testing and KPIs (DAU/ARPPU), learn to translate raw data into design decisions that improve retention and player's experience.

  • Psychological hooks, genre, player types, accessibility & inclusion
  • Feedback loops: Positive & negative
  • Key metrics, KPIs, A/B Testing
  • Designing features to drive specific metrics
  • Game analytics, monetisation design & models 
  • Ethical monetisation vs. "dark patterns"
More Less
07
THU (6/8), 7 PM SGT/9 PM AEST
LDD & The Papermap Protocol

Before you assault the game engine editor, you must plan the attack. Learn to bridge the gap between high-level concepts and physical space by drafting Level Design Documents and Papermaps that define the "Golden Path" of your player's experience.

  • Using LDD to bridge between GDD with game space execution
  • Anatomy of LDD
  • Papermap as an efficient prototyping tool
  • Workshop: The "Three-Room Challenge" papermap

Assignment #4: Papermap & LDD
Create a top-down Papermap of a single level section. Your map must include the “golden path,” key encounter zones, legend/metrics, and sightlines.

More Less
08
TUE (11/8), 7 PM SGT/9 PM AEST
Into the Engine Room: Unreal Engine 5

Welcome to the heart of modern development. Step inside Unreal Engine 5 to master the "Five Panels of Power" and tinker your Metrics Gym — the foundational playground where you’ll define the physical rules of your universe.

  • The UI "Power Five"
  • Demo: Project creation
  • Demo: Assets creation & blueprint
  • Demo: Creating a gym to test and refine basic mechanics & 3Cs 
  • Supporting gameplay with sound
More Less
09
THU (13/8), 7 PM SGT/9 PM AEST
Greyboxing & First Pass Playable

Morph your plans into a playable dimension. Master greyboxing to subconsciously guide players through challenges and obstacles using affordances, sightlines, and "architectural weenies," ensuring your level flow works before adding a single piece of high-res art.

  • Importance of greybox for level design
  • Greyboxing best practices
  • Designing engaging & challenging levels
  • Creating immersive environments that enhance gameplay
  • Affordances, sightlines, critical paths, architectural "weenies" 
  • Demo: Greyboxing a level in Unreal Engine 

Assignment #5: Greyboxing
Build a playable 3D Greybox in Unreal Engine 5 based on your Assignment #4 Papermap.

More Less
10
TUE (18/8), 7 PM SGT/9 PM AEST
The Grand Reveal: The Art of the Pitch

You’ve built the world, now you have to sell it. Learn to distill weeks of work into a high-impact pitch deck that captures the "hook" and convinces stakeholders that your vision is the next big thing.

  • Building a pitch deck
  • Tips for a successful game pitch
  • AI & procedural frontiers

Assignment #6: Pitch Deck
Create a 5-8 slide pitch deck for your game project. It must include the concept, the core loop, the hook and USP, visual style/mood, and production roadmap.

More Less
11
THU (20/8), 7 PM SGT/9 PM AEST
The Crucible: Playtesting & Iteration

No design survives first contact with the player. Learn active listening and bias-free observation as you put your prototype through the gauntlet, translating raw feedback into a surgical plan for meaningful iteration.

  • Feedback & iteration: Planning & conducting sessions
  • Balance fundamentals
  • Active listening: Observing players without bias
  • Prioritisation: The Must/Should/Could fix list
  • QA & bugs list
  • Workshop: Greybox playtesting

Assignment #7: Final Project: Full Level Greybox
Expand and polish your Greybox into a "full level" experience (5–8 minutes of gameplay). It must have full progression, iterated design, technical soundness, plus a playthrough video. 

More Less
12
TUE (25/8), 7 PM SGT/9 PM AEST
Landing the Job: The Final Boss

Your artifacts are your armor. Assemble a focused design portfolio that proves your worth to recruiters, learn interview tips, and map out your professional trajectory in the competitive landscape of game development.

  • Career specialisations
  • Landing job interviews & building a portfolio
  • Delivering a technical test
  • Networking
  • Additional skills to gain a competitive advantage
  • Workshop: Mock interview
More Less

What our students say

Student Rebecca Kouwe
Rebecca Kouwe
HUMAN RESOURCES ANALYTICS
"I really enjoy the format of the course. Lectures with real life examples and an ongoing case study. Also built in 20 minutes at the end of each class for questions is helpful."
Student Hayley Smith
Hayley Smith
BRANDING 101
"Overall I'm impressed with the level of detail and explanation around particular topics and subjects. There's a real depth to each module which for learning allows the information to stay in your brain."
Student Carlos Andres
Carlos Andres
BECOME AN ART DIRECTOR
"The group activities, they allow us to interact and exchange ideas, plus the way it is structured is challenging and mind twisting as we collaborate in different parts of the ideation."
Student Courtney Fulton
Courtney Fulton
WOMEN IN LEADERSHIP
"I enjoyed the structure of the class. I like how we learned about a topic and practiced it in the workshops. It’s helped me to apply what I learned!"
APPLY
First name
This is required field!
Last name
This is required field!
Email
This is required field!
This is required field!
This is required field!
This is required field!
This is required field!