AL BAHA UNIVERSITY · CENTRE FOR ENTERTAINMENT ARTS

GameDesign

Building interactive capability for Saudi Arabia’s next generation of creative technology talent.

Game Systems Visual Scripting Level Design Narrative Design AI Workflows Playable Capstone
Game design students developing an interactive experience
20Months
5Nanos
71Credit Hours
1Intermediate Diploma
01Nano
13 Credit Hours

Nanodegree

Creative practice foundations with a 3D and game design focus.

AEA-202Animation Principles and Motion Design
AEA-203Game Design and Interactive Media Fundamentals
PM-103Introduction to VFX & Post-Production Coordination for Film & TV
PM-201Effective Communication, Pitching and Presentation
PF-105Portfolio Submission
02Nano
26 Credit Hours

Associate Diploma

Creative practice foundations with a film, VFX, AI, and real-time 3D focus.

AEA-101Foundations of Film Production
AEA-103AI Skills and Creative Practice
AEA-204Creative Writing, Storyboarding and Storytelling
AEA-3033D Engines for Creative Industries
PF-205Portfolio Submission
03Nano
41 Credit Hours

Associate Diploma

Intermediate game design development across scripting, mechanics, 3D art, and user experience.

GD-201Visual Scripting for Designers
GD-202Game Mechanics and Scripting
GD-2033D Art for Game Design
GD-204User Experience Design
PF-305Portfolio Submission
04Nano
56 Credit Hours

Associate Advanced

Advanced game design development across prototyping, narrative, systems, and level design.

GD-301Rapid Prototyping
GD-302Narrative Design
GD-303Systems Design
GD-304Level Design
PF-405Portfolio Submission
05Nano
71 Credit Hours

Intermediate Diploma

Final production, refinement, portfolio completion, and capstone delivery.

GD-401Capstone Development
GD-402Professional Workflows
GD-403Procedural Design
GD-404Game Feel and Polish
PF-505Portfolio Submission
GAME DESIGN

Design the systems players command

The Interactive Systems Layer

Beyond Playing Games

Game Design is more than having ideas or spending more time playing games. It is the discipline of deciding what a player can do, how a system responds, what feedback the player receives, how choices create consequences, and how an experience becomes understandable, testable, and playable.

Students learn how mechanics, systems, narrative, space, user experience, technology, testing, and production connect. These capabilities also extend beyond games into simulation, immersive learning, digital experiences, cultural storytelling, interactive media, tourism, education technology, and real-time environments.

Mechanics Systems Player Experience Level Design Narrative User Experience Prototyping Production
Explore Your Strengths

Where You May Fit

Some people notice how a mechanic feels. Others focus on balance, player choice, story, spatial flow, interface clarity, technical implementation, progression, feedback, or the production systems required to finish a game.

The program introduces students to visual scripting, gameplay scripting, user experience, 3D art literacy, rapid prototyping, narrative design, systems design, level design, procedural design, testing, analytics, production workflows, game feel, and polish. Students do not need to arrive with a final role in mind. Repeated building and playtesting help reveal where their strongest contribution may develop.

01Game Mechanics
02Systems Design
03Level Design
04Narrative Design
05UI & UX
06Technical Design
07Rapid Prototyping
08World Design
09Player Testing
10Game Production
Applied Evidence

What Students Build

Students produce low-fidelity systems, concept documents, Unreal Blueprint systems, Unity prototypes, game mechanics, interfaces, engine-ready assets, environments, branching narratives, system models, playable levels, procedural systems, playtest records, production documentation, and portfolio evidence.

The program culminates in a team-developed, complete, polished game supported by source control, milestone delivery, structured playtesting, quality assurance, telemetry, scope decisions, polish, final defence, and post-mortem reflection. Each student must explain what they owned, what they built, what changed through player evidence, and where AI-supported tools assisted.

Low-Fidelity Prototypes Concept Documents Blueprint Systems Unity Builds Gameplay Mechanics Interface Systems Engine-Ready Assets Playable Levels Branching Narratives Systems Models Procedural Systems Playtest Evidence Production Records Portfolio Work Capstone Game
Design01
Build02
Playtest03
Interpret04
Revise05
Ship06
Transferable Capability

These capabilities can support games, simulation, immersive learning, digital experience design, cultural storytelling, education technology, tourism experiences, interactive media, virtual environments, training systems, and wider creative technology production.

INDUSTRY PROOF 15 DOCUMENTED PRODUCTIONS
REAL-WORLD GAME DESIGN EVIDENCE

See how professional games shape player behaviour by design.

Explore documented examples of mechanics, systems, levels, narrative, accessibility, player psychology, testing, balancing, and iteration across major shipped productions.

Evidence Standard Intent · Process · Implementation · Analysis
Explore the Evidence