Game Design Fundamentals
Core loops, rules, goals, challenge and reward — how play is structured, and how to analyze the games students already love.
- Core loops
- Rules & goals
- Player motivation
- Game analysis
Game Design & Digital Media Educator | UI/UX & XR Designer
Designing practical, industry-focused learning experiences across game design, product design, visual design, and creative technology.
How I teach
Every course is built around producing something real. Students don't study game design — they design games, test them, and watch other people play them.
Concepts are introduced exactly when a project needs them. A lecture on game economies lands differently when your own store screen is open in the next tab.
Beginners often believe creativity belongs to other people. Structured briefs, visible progress, and early wins dismantle that belief quickly.
Tools change; thinking transfers. I teach the systems underneath — hierarchy, feedback loops, state, iteration — so skills outlive any single application.
Critique is a working method, not a verdict. Students learn to give, receive, and act on feedback the way design teams and game studios actually do.
Files are organized like production files. Handoffs look like real handoffs. Students leave having already worked the way teams work.
Layered briefs let a first-time student ship something complete while an advanced learner pushes systems, polish, and scope further.
Curriculum
Core loops, rules, goals, challenge and reward — how play is structured, and how to analyze the games students already love.
From paper prototypes to digital greyboxes — designing mechanics, balancing systems, and testing fast.
A practical entry into Unity — scenes, prefabs, simple scripting, and building a small playable game from scratch.
User flows, wireframes, interface states, and usability — designing screens that behave well, not just look good.
Professional Figma workflows: components, variables, auto layout, and building small design systems that scale.
Composition, color, character and environment art — building visual worlds that support gameplay and narrative.
Production-grade raster and vector workflows — from digital painting to icon systems and print-ready artwork.
Designing for immersive and interactive formats — VR experiences, interactive installations, and emerging tools.
Ways to work together
Semester-length courses with structured briefs, critique cycles, and final showcases.
One-day to one-week intensives focused on a single practical outcome.
Multi-week programs taking complete beginners to a finished portfolio piece.
Studio-style sessions where a real project drives the entire curriculum.
Tailored training for teams — tools, workflows, and design capability building.
Both formats, in Arabic or English, with materials designed for each medium.
In the field
Amman, Jordan
Training activity covering game design and game development foundations for aspiring developers.
In the context of UNESCO and the Hadramout Cultural Foundation
Training within a cultural gaming lab initiative in Yemen, focused on game design, game visuals, and digital media skills for emerging creatives.
Workshops — Amman, Jordan
Workshops in game design and digital creativity for youth and community audiences.
Amman, Jordan
Collaboration with a cross-disciplinary art and technology collective around creative technology and interactive art practice.
Game design training
Game design workshop sessions covering fundamentals, mechanics, and prototyping.
Training sessions
Digital media and design training delivered in a community development context.
Student & professional sessions
Sessions on UI/UX, design tools, and creative technology for engineering audiences.
Training activity
Design and digital skills training sessions.
Training activity
Training in digital media, UI/UX, game visuals, and game development.
From brief to presentation
A real, constrained problem worth solving
Reference, analysis, and player/user understanding
Directions, sketches, and early decisions
The smallest real version that can be tested
Structured feedback, the way studios do it
Act on feedback; tighten the work
Defend decisions and ship the outcome
What students leave with
The canon I teach from
— Jesse Schell
— Tracy Fullerton
— Tynan Sylvester
— Raph Koster
— Katie Salen & Eric Zimmerman
— Ernest Adams & Joris Dormans
— George Skaff Elias, Richard Garfield & K. Robert Gutschera
— Ernest Adams
— Michael Sellers