A game about game design?
Real-Time and Turn-Based
Use a fluid combination of both real-time and turn-based combat to argue, smash, trick, frag, and flirt your way through a myriad of enemies, puzzles, and challenges.
Cater your Experience
Build your own character and personalize your story with over 12 unique abilities like skateboarding, cooking, or mic skills, providing tons of different ways to get through the game.
Naughty or nice?
Your choices matter! Be mindful of how you treat your classmates. Do your best to create or eliminate drama while navigating an evolving college landscape complete with group projects, lectures, and hook-ups.
get your design on
Learn and apply real-life game design principles to help your team build a successful game project and succeed at the game. Guide the structure of levels, parts of story, and even when the player is given special tools and weapons.
At Trafalgar Tech, Vince is finally ready to determine if he is worthy to call himself a true GAME DESIGNER. Further, he and his classmates are tasked with succeeding against all odds: they must enter a suffocating job market dominated by faceless multinational corporations and uninspired hipster start-ups.
Class Rules is Vince’s journey through the world of game development: design, party, argue, and charm your way through a virtual re-imagining of Toronto’s indie game lifestyle while discovering the many motivations behind the everyday decisions of game developers.
A recent post titled “8 ways to avoid going crazy while developing your indie game” from ClassRules.ca has been featured on the frontpage of Gamasutra.com! You can find the Gamasutra version of the blog post here. Thanks!
You’ve done it. You made the jump. You’ve gone from “just working on a project,” to identifying yourself as a real-life game designer. You’ve got a solid game design document, a (mostly) working prototype, and have even started to deal with the incredulous looks of bewilderment and disbelief when you tell people you’re “making a[…]
Contest Announcement Do you want to be a game character? YOU could be in CLASS RULES! I’m pleased to announce an opportunity for all of you to make an appearance in Class Rules! I’ve already built most of the environments that are needed for the versions of the game that will used for[…]
Games Vs. Story For me, one of the most important and unique aspects about games is their ability to allow the player to change the content of their experience. Through “interaction” (gamepads, keyboards, joysticks, mice, Oculus Rifts, and all) players and their games form a remarkable sort-of symbiosis wherein the act of playing becomes a[…]
Building Levels in RPG Maker VX Ace Now that some of the basic parameters of levels design have been addressed in the last post, I think it’s a good time to get into some of the juicy details of exactly how a level transitions from the conceptual stages to becoming an actual playable experience. Please keep in mind[…]
What is Level Design? This post is an attempt to shed some light on what the mysterious art of “level design” really is for those who don’t already know. I’m also going to walk through my process of designing levels in Class Rules. “Good” Vs. “Bad” Level Design Level Designers craft the game experience and are directly[…]
My First-Ever Development Blog Post We made it. I’m glad to present Class Rules, my first public game venture. For those who have been wondering where I’ve been in recent memory, you can now rest assured that I have not been making excuses to secretly ignore you. All jokes aside, I’m excited to share Class Rules with the gaming community and[…]