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Game design fundamentals

Animation / VFX / Game Design (B.Sc / B.Des) · VFX and games · free study notes for exams, placements and interviews

In short

Game design is the craft of deciding what the player does, what the system does back, and why that exchange stays interesting over hours of play — it is about rules, goals, feedback and pacing, not about art or code. It sits above the engine: the same core loop can be built in Unity, Unreal or Godot, and the designer's deliverables are documents, spreadsheets, paper prototypes and tuned numbers. Indian universities examine it in B.Sc Animation/Gaming and B.Des papers as "Principles of Game Design", "Game Mechanics and Level Design" and "Game Production", usually with a GDD plus a playable prototype as the practical. It is the first-round filter for game designer, level designer and technical designer roles at Indian studios (Nazara, Dream11, Games24x7, Zynga India, Ubisoft Pune/Mumbai, Rockstar India, SuperGaming, Lila Games, Moonfrog, Octro, Mech Mocha alumni teams) and for live-ops and game-economy analyst jobs.

Explained

What a game is: formal elements and MDA

The core loop, verbs and goals

Mechanics, systems and randomness

Balance, difficulty and progression

Level design and pacing

Players, genres and documentation

Key points

Formulas and examples

DPS = damage per hit × hits per second × (1 + crit chance × (crit multiplier − 1)) — damage in hit points (HP), time in seconds; crit chance as a fraction.
Effective HP (EHP) = HP / (1 − damage reduction) — damage reduction as a fraction, 0 ≤ DR < 1.
Time to kill, TTK = target EHP / attacker DPS — in seconds.
XP needed for level n: XP(n) = B × nk (polynomial) or XP(n) = B × rn−1 (geometric) — B = base XP, r = growth ratio, k = exponent.
Expected value of a loot box, EV = Σ (pᵢ × valueᵢ) — pᵢ probabilities summing to 1, value in soft currency or ₹.
Probability of at least one success in n pulls = 1 − (1 − p)n — p = per-pull drop rate.
Elo rating update: R' = R + K × (S − E), E = 1 / (1 + 10(Rop − R)/400) — S = actual result (1/0.5/0), K = sensitivity (16–32).
Retention Dn = players returning on day n / players who installed on day 0 (×100 for %).
ARPDAU = total revenue in a day / daily active users (₹ per DAU).
LTV ≈ ARPDAU × average lifetime in days; profitable if LTV > CPI (cost per install).

Example 1 — Weapon balance by TTK. Rifle A: 25 damage per shot, 6 shots/s, 20% crit chance, 2× crit multiplier. Target: 150 HP, 25% damage reduction.

Example 2 — Progression curve. Geometric XP with B = 100 and r = 1.5.

Example 3 — Gacha drop rate and pity. Per-pull rate for a rare hero p = 0.015 (1.5%).

Example 4 — Economy source/sink balance. A player earns 1,200 soft coins per day (sources: 800 from matches, 300 daily quest, 100 ad reward). Sinks: upgrades cost 900/day at the intended pace, repairs 150/day.

Example 5 — Is the loop worth building? (live-ops maths). 100,000 installs, D1 = 38%, D7 = 14%, D30 = 5%; ARPDAU ₹2.40; average lifetime 9 days; CPI ₹18.

AspectInput randomnessOutput randomness
When it occursBefore the player decidesAfter the player decides
Player feelingFresh situation, puzzle to solveTension, then relief or unfairness
ExampleTetris piece order, procedural map, card drawHit chance, crit, loot drop
Skill expressionHigh — plan around what you seeLower — outcome partly out of hands
MitigationSeeded generation, hand smoothingPity timers, PRD, bad-luck protection
Loop levelDurationQuestion it answersFailure symptom
Microunder 1 sDoes the input feel good?"Controls are floaty", poor reviews
Mid (session)1–10 minIs one match satisfying?Players stop after the tutorial
Metadays to weeksWhy return tomorrow?Good D1, collapsing D7/D30

Where it is used

Interview questions

Common mistakes

Related topics

Game engines: Unity and Unreal · UX research and usability · VFX: compositing, rotoscoping and matchmoving · 3D modelling and texturing pipelines · Game narrative and level art · Game analytics and live operations

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