HT Games

Video Game Design Education: Curriculum by Career Path (Programmer, Designer, Artist, Audio)

No single "Game Design" major exists. Your classes depend on your target role. Here's a curriculum map by discipline:

1. Game Programmer (CS/Engineering Core)

  • Languages: C++ (engine), C# (Unity), Java/Kotlin (Android), Python (tools), HLSL/GLSL (shaders).
  • CS Fundamentals: Data Structures, Algorithms, Memory Management, Multithreading, Networking.
  • Graphics: Linear Algebra, 3D Math, Rendering Pipeline, Compute Shaders, Ray Tracing.
  • Engines: Unity (C#), Unreal (C++/Blueprints), Godot (GDScript/C#), Custom Engine Architecture.
  • Physics/AI: Rigid Body Dynamics, NavMesh, Behavior Trees, Utility AI, ECS/DOTS.
  • Audio/Input: DSP, Middleware (Wwise, FMOD), HID/Raw Input, XInput.

2. Game Designer (Systems + Communication)

  • Core Design: Mechanics, Systems, Loops, Economies, Progression, Balance, UX/UI.
  • Level/World Design: Spatial Design, Pacing, Signposting, Environmental Storytelling.
  • Narrative: Branching Dialogue, Worldbuilding, Character Arcs, Interactive Storytelling.
  • Tools: Unreal Blueprints, Unity ScriptableObjects, Excel/Google Sheets (data design), JIRA/Confluence.
  • Psychology: Motivation (SDT), Habit Loops, Monetization Ethics, Accessibility.
  • Prototyping: Game Jams, Paper Prototyping, Greyboxing, Playtest Methodology.

3. Game Artist (Visual Craft)

  • 3D Pipeline: High/Low Poly Modeling (Maya/Blender/Max), Retopology, UV Unwrapping.
  • Texturing: PBR Workflow (Substance Painter/Designer), Material Authoring, UDIMs.
  • Rigging/Animation: Skeleton Setup, Skinning, Keyframe/Mocap, State Machines, Root Motion.
  • Environment: Modular Kits, Terrain, Foliage, Lighting (Baked/Realtime), Post-Process.
  • Concept Art: Thumbnailing, Iteration, Turnarounds, Mood Boards, Style Guides.
  • Tech Art: Shaders, Procedural Tools (Houdini), Pipeline Automation, Performance Profiling.

4. Game Audio (Sound Design + Music)

  • DAW Mastery: Reaper/Pro Tools/Ableton — editing, mixing, mastering.
  • Field Recording: Mic Techniques, Foley, Ambisonics, Impulse Responses.
  • Synthesis: Subtractive/FM/Granular (Serum, Vital, Reaktor).
  • Implementation: Wwise / FMOD — Events, RTPCs, Switches, Music Systems, Profiling.
  • Adaptive Music: Vertical Layering, Horizontal Re-sequencing, Stems/Stingers.

5. General / Production

  • Agile/Scrum, JIRA, Hansoft, Perforce/Plastic SCM/Git LFS
  • Production: Scheduling, Budgeting, Risk Management, Certification (TRC/XR/PC)
  • QA: Test Plans, Regression, Automation, Compliance, Localization QA
  • Business: Pitching, Publishing Contracts, Platform Requirements, Marketing Basics

Where to Learn (2024)

Essential Non-Class Actions

  1. Ship 3+ Complete Games (scope: 1-week → 3-month → 6-month).
  2. Portfolio/GitHub/Itch.io with playable builds + postmortems.
  3. GDC Vault / YouTube (GDC, AI Summit, Technical Artist Bootcamp) — watch 1 talk/day.
  4. Network: Local IGDA, Discord communities, Game Jams (Global Game Jam, Ludum Dare).

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