Create a Game with Waymaker
Design, build, and publish a playable game using Waymaker's AI agents for art, music, and design. From game concept to app store listing.
Course curriculum
Game Design Basics
Learn game genres, core mechanics, gameplay loops, choose your engine, and map your game architecture.
Game Concepts — Genre, Mechanics, Loops
Game genres, core mechanics, gameplay loops, player motivation, fun factor
Game Concepts — Genre, Mechanics, Loops
Game Genres
Every game fits into one or more genres. Understanding genres helps you scope your project and set player expectations.
Popular Genres for Indie Developers:
| Genre | Description | Scope | Example | |-------|-------------|-------|---------| | Platformer | Jump between platforms, avoid obstacles | Medium | Super Mario, Celeste | | Puzzle | Solve logical challenges | Small | Tetris, Wordle | | Endless Runner | Run forever, dodge obstacles | Small | Temple Run, Flappy Bird | | RPG | Character progression, story | Large | Stardew Valley | | Strategy | Resource management, planning | Medium | Clash Royale | | Simulation | Mimic real systems | Medium | SimCity, Cookie Clicker | | Card Game | Deck building, turn-based | Medium | Slay the Spire |
Beginner recommendation: Start with a Puzzle or Endless Runner — smallest scope, fastest to ship.
Core Mechanics
A core mechanic is the primary action the player repeats:
- Jump (platformer)
- Match (puzzle)
- Tap/Click (endless runner)
- Choose (strategy/card)
- Build (simulation)
The Golden Rule:
Your core mechanic must be fun even without graphics. If tapping a blank screen with your timing mechanic is satisfying, you have a good core mechanic.
Gameplay Loops
A gameplay loop is the cycle of actions that keeps players playing:
Micro Loop (seconds):
See obstacle → React → Succeed/Fail → Feel reward/tension
Core Loop (minutes):
Start level → Play through challenges → Complete level → Get reward → Start next level
Meta Loop (hours/days):
Unlock new content → Try new strategies → Progress through game → Reach new milestone
Player Motivation
Why do people play games?
| Motivation | Description | Design Element | |-----------|-------------|---------------| | Mastery | Getting better at something | Difficulty curves, skill expression | | Achievement | Completing goals | Trophies, unlockables, 100% completion | | Story | Experiencing narrative | Cutscenes, dialogue, world-building | | Social | Playing with others | Multiplayer, leaderboards, sharing | | Relaxation | Stress relief | Calm music, low stakes, satisfying feedback |
The Fun Factor
Your game needs at least one of these "juice" elements:
- Satisfying feedback — Screen shake, particles, sound effects on success
- Clear progression — Players see they're getting better or further
- Surprise — Unexpected rewards, hidden content, random events
- Challenge — Hard enough to be engaging, easy enough to not be frustrating
Pro Tips
- Playtest early and often — Fun is discovered, not designed on paper
- Steal mechanics, not games — Combine mechanics from different genres
- Scope ruthlessly — Your first game should take weeks, not months
- Polish one thing — Better to have one amazing mechanic than ten mediocre ones
Game Design Document with AI Agents
Using Waymaker agents to brainstorm, structure a GDD, define scope, prioritize features
Game Design Document with AI Agents
What is a GDD?
A Game Design Document (GDD) is your game's blueprint. It describes everything about your game so anyone (including AI agents) can understand what you're building.
Creating Your GDD with Waymaker Agents
Step 1: Brainstorm with Strategy Agent
@StrategyAgent I want to create a [genre] game about [theme].
Target platform: [web/mobile/desktop].
My skill level: [beginner/intermediate].
Help me brainstorm 5 unique game concepts with core mechanics.
Step 2: Define Your Concept with Product Agent
@ProductAgent Help me write a game design document for:
Game: [name]
Genre: [genre]
Core Mechanic: [the primary action]
Target audience: [casual/mid-core/hardcore]
Platform: [web, mobile, desktop]
Include: game overview, core loop, progression system,
art style, sound design, and MVP scope.
Step 3: Scope Your MVP with Cameron AI
Use Cameron's MVP Scoper flow to define your minimum viable game:
- Which features are essential for launch?
- What can wait for version 2?
- How long will each feature take?
GDD Template
Your GDD should include:
1. Game Overview
- Title: Your game's name
- Genre: Primary and secondary genres
- Platform: Web, iOS, Android, Desktop
- Target Audience: Age, gamer type, interests
- Elevator Pitch: One sentence that sells the game
2. Gameplay
- Core Mechanic: The main action
- Micro Loop: Second-to-second gameplay
- Core Loop: Minute-to-minute gameplay
- Meta Loop: Session-to-session progression
- Win/Loss Conditions: How do players succeed or fail?
3. Content
- Levels/Stages: How many, what progression?
- Characters: Player character, enemies, NPCs
- Items/Power-ups: What can players collect?
- Environments: Where does the game take place?
4. Art & Audio
- Art Style: Pixel art, hand-drawn, 3D, minimalist
- Color Palette: Key colors and mood
- Music Style: Genre, tempo, mood
- Sound Effects: Key interactions that need audio feedback
5. Technical
- Engine/Framework: Phaser.js, Three.js, Unity, Godot
- Resolution: Target screen sizes
- Performance: Target FPS, load times
Feature Prioritization
Use the MoSCoW method:
| Priority | Features | |----------|----------| | Must Have | Core mechanic, 3 levels, scoring, game over | | Should Have | 10 levels, sound effects, save progress | | Could Have | Leaderboards, achievements, music | | Won't Have (v1) | Multiplayer, level editor, story mode |
Common Mistakes
- Too ambitious — Your first game should be small
- No playtesting plan — Fun needs testing, not assumptions
- Skipping the GDD — Even a simple document saves hours of confusion
- Feature creep — Stick to your Must Haves for v1
Choosing Your Engine & Framework
Phaser.js, Three.js, Unity WebGL, Godot export, matching engine to game type
Map Your Game Architecture
Scenes, entities, state management, input handling, architecture diagram. Milestone 1.
Asset Creation with AI
Generate characters, sprites, environments, backgrounds, sound effects, and music using Waymaker's AI agents and Design Studio.
Character & Sprite Design with Design Studio
DALL-E prompts for game art, sprite sheets, consistent style, animation frames
Environment Art & Backgrounds
Tileable textures, parallax layers, level backgrounds, UI elements
Sound & Music with AI Tools
AI music generation, sound effects, audio formats, loop design, volume mixing
Build a Complete Asset Pack
Character sprites, environment tiles, UI kit, sounds — all organized and game-ready. Milestone 2.
Build & Test
Implement game logic, controls, scoring, levels, and test your game to create a playable prototype.
Game Logic & State Management
Game states, state machines, transitions, persistence
Player Input & Controls
Keyboard, touch, gamepad, input mapping, responsive controls, mobile adaptation
Scoring, Levels & Progression
Score systems, level design, difficulty curves, unlockables, save/load progress
Testing & Debugging Your Game
Debugging tools, performance profiling, playtesting, common game bugs
Build a Playable Prototype
Working game with at least 3 levels, scoring, and a complete game loop. Milestone 3.
Publish & Monetize
Package your game for web, mobile, and desktop. Submit to app stores and choose a monetization strategy.
Packaging for Web, Mobile & Desktop
Web builds, Capacitor wrapping, Electron for desktop, platform-specific considerations
App Store Submission (iOS & Android)
Packaging for stores, screenshots, descriptions, age ratings, review guidelines
Monetization — Ads, IAP, Premium
Ad networks, in-app purchases, premium pricing, freemium models, ethics
Capstone: Ship Your Playable Game
Published game, gameplay video, reflection. Milestone 4.
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