Schedule
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EventDateDescriptionCourse Material
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Assignment12/22/2024
SundayAssignment #0 - Minecraft Exploration Challenge released! -
Lecture01/16/2025
ThursdayWhat is a Game? What is Game Design? (1/16)[slides] [recordings]Suggested Readings:
Description: Let’s start with the basics. What is a game? What distinguishes a game from other artforms and media, and what is the role and objective of a game designer in creating one? Let’s explore some of the most respected definitions of what constitutes a game and clear up some common misconceptions along the way.
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Due01/20/2025 23:59
MondayAssignment #0 due -
Lecture01/21/2025
TuesdayAnalyzing Games - Mechanics, Dynamics, Aesthetics (1/21)[slides] [recordings]Suggested Readings:
- Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research.
- LeBlanc, M. (2004). Mechanics, Dynamics, Aesthetics: A Formal Approach to Game Design.
Description: Let’s learn a theoretical framework for understanding, analyzing, and improving games by analyzing them systematically. We’ll practice applying this framework to a variety of different games.
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Assignment01/22/2025
WednesdayAssignment #1 - MDA Analysis released! -
Assignment01/23/2025
ThursdayLab #1 - Scientific Observation released! -
Due01/23/2025 11:45
ThursdayLab #1 -
Due01/27/2025 23:59
MondayAssignment #1 due -
Lecture01/28/2025
TuesdayGame Loop (1/28)[slides] [recordings]Description: In this lecture, we dive into the mechanics that make games compelling and engaging. We explore why players spend countless hours in games, identifying common motivators such as social play, progression, and mastery. The concept of games as machines is introduced, highlighting how game loops create an ongoing cycle of challenges, player actions, and feedback. Through examples like Tetris, chess, Minecraft, and The Sims, we analyze how different games structure their core loops to maintain engagement. The lecture also covers what makes a good loop, emphasizing clarity, motivation, feedback, and satisfaction. Finally, we discuss broken loops that lead to disengagement and explore design strategies to maintain player involvement.
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Assignment01/29/2025
WednesdayAssignment #2 - Analyzing Game Loops released! -
Assignment01/30/2025
ThursdayLab #2 - Game Loop Modification released! -
Due01/30/2025 23:59
ThursdayLab #2 -
Due02/03/2025 23:59
MondayAssignment #2 due -
Lecture02/04/2025
TuesdayNarrative and Theme (2/4)[slides] [recordings]Suggested Readings:
- Video Game Narrative: The Different Types and How-To Start Writing – Pinnguaq.
- Playful Narrative: A Toolbox for Story-Rich Mechanics – Polaris Game Design Retreat.
- Practical Tools for Empowering the Relationship between Theme & Mechanics – Polaris Game Design Retreat.
Description: How does narrative contribute to the overall experience of a game? What are the strengths of games as a narrative medium? This lecture will examine the relationship between games and story, exploring how mechanics can complement—or detract from—a story, and the concept of ludonarrative dissonance.
Reference Games: Journey, Papers Please, Hades, What Remains of Edith Finch, Undertale, Omori
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Assignment02/04/2025
TuesdayAssignment #3 - Story and Gameplay released! -
Assignment02/06/2025
ThursdayLab #3 - Crazy Eights, Story Mode, Part 1 released! -
Due02/06/2025 23:59
ThursdayLab #3 -
Due02/10/2025 23:59
MondayAssignment #3 due -
Lecture02/11/2025
TuesdayPlayer Choice (2/11)[slides] [recordings]Suggested Readings:
Description: Games are distinguished from other art forms because they’re interactive! Let’s focus on the basic unit of a player’s experience: a single decision. What makes choices feel impactful and meaningful? What are the right number of choices to offer players?
Reference Games: Sushi Go, The Stanley Parable, I Was a Teenage Exocolonist, Fire Emblem, Pandemic, Papers Please, Fallout series, Baldur’s Gate 3, Witcher 3, Thronebreaker
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Assignment02/11/2025
TuesdayAssignment #4 - Player Choice released! -
Assignment02/13/2025
ThursdayLab #4 - Crazy Eights, Story Mode, Part 2 released! -
Due02/13/2025 23:59
ThursdayLab #4 -
Due02/17/2025 23:59
MondayAssignment #4 due -
Lecture02/18/2025
TuesdayPrototyping and Playtesting (2/18)[slides] [recordings]Description: This lecture focuses on how to improve games through playtesting. It covers the importance of iteration, common pitfalls in game design, and strategies for refining mechanics. Students also explored different game design approaches and practiced prototyping methods.
Reference Games: Cooking Mama, Overcooked, Slay the Spire, Vampire Survivors, Mario
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Assignment02/19/2025
WednesdayAssignment #5 - Prototyping and Playtestinge released! -
Assignment02/20/2025
ThursdayLab #5 - The Demon Director released! -
Due02/20/2025 23:59
ThursdayLab #5 -
Due02/24/2025 23:59
MondayAssignment #5 due -
Lecture02/25/2025
TuesdayProgression in Games (2/25)[slides] [recordings]Description: Progression is one of the most powerful design tools in game development. Players are naturally drawn to systems that allow them to feel improvement over time, whether through skill mastery, accumulation, or unlocking new options. This lecture explores various forms of progression, from vertical skill-based challenges to horizontal expansion and psychological tricks like streaks, collection, and completionism. We also discuss the concept of flow state and how game difficulty should scale to match player improvement.
Reference Games: Hades, Dark Souls, Elden Ring, Cookie Clicker, Overcooked, Stardew Valley, Tetris
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Assignment02/25/2025
TuesdayAssignment #6 - Progression and Pacing released! -
Assignment02/27/2025
ThursdayLab #6 - Beer Pong Golf released! -
Due02/27/2025 23:59
ThursdayLab #6 -
Due03/03/2025 23:59
MondayAssignment #6 due -
Lecture03/04/2025
TuesdayGuest Lecture - Game System (3/4)Description: This lecture covered game system design, featuring guest speaker Rick Ernst, an experienced systems designer. Rick shared insights from his 32-year career in the industry, working on tabletop RPGs, Thief, Full Spectrum Warrior, Mechs vs. Minions, and his role at Riot Games.
The session explored the role of systems design, its interplay with other design disciplines, and approaches to designing interconnected systems. Using Minecraft as an example, the discussion broke down core systems such as crafting, mining, combat, and biome generation, emphasizing an additive design approach—building systems iteratively and refining interactions.
The lecture also analyzed Overcooked to illustrate systematic breakdowns of game mechanics, highlighting task management, communication, and chaotic level design.
Reference Games: Thief, Full Spectrum Warrior, Mechs vs. Minions, Minecraft, Overcooked, Dishonored, Hitman, Deus Ex
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Assignment03/06/2025
ThursdayLab #7 - Frankenstein released! -
Assignment03/06/2025
ThursdayAssignment #∞ - Skill Share released! -
Due03/06/2025 23:59
ThursdayLab #7 -
Lecture03/25/2025
TuesdayAction - Twitch Mechanics (3/25)[slides]Suggested Readings:
- Nutt, C. (2023, November 19). Platinum Games’ Guide to Action Game Design.
- Fullerton, T. (2008). Game Design Workshop.
Description: Can games be sports? Let’s explore “athleticism” in games: adrenaline-inspiring mechanics that require speed, dexterity, and skill.
Reference Games: Bunny hopping/Surfing (Quake, CS), Ultrakill, Zenless Zone Zero, Sea of Thieves, Armored Core, Strinova, For Honor, Guilty Gear, Rocket League
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Assignment03/27/2025
ThursdayLab #8 - Design a Sport released! -
Due03/27/2025 23:59
ThursdayLab #8 -
Lecture04/01/2025
TuesdayMutiplayer (4/1)[slides] [recordings]Description: This lecture delved into the complexities of multiplayer game design, emphasizing how game systems can foster either competition or collaboration among players. It highlighted the psychological and social foundations of human interaction in games, explored the challenges of designing for diverse player behaviors, and discussed strategies to reduce toxicity and promote prosocial behavior. The instructor also introduced a variety of board and video games as case studies, each showcasing unique social mechanics such as bluffing, coordination, communication, and asymmetry in goals or roles.
Reference Games: Minecraft
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Lecture04/02/2025
WednesdayGuest Lecture - Designing Compelling Minectaft Game Mobs (4/4)Description: In this guest lecture, veteran game designer Josh Nadel—known online as the creator of the These Mobs Minecraft mod—outlines a framework for evaluating and improving player‑submitted mob suggestions. He begins by defining a mob’s “hook” as its central gameplay thesis, then walks through key guidelines such as simplicity, coherence, balance, rule justification, and leveraging player preconceptions. With illustrative examples (both successful and flawed), he shows how each principle shapes memorable encounters. Finally, he highlights standout concepts like the Ender Imp and Forest Wrath to demonstrate how thoughtful design can deepen player interaction and enrich a game’s world.
Reference Games: Minecraft
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Lecture04/08/2025
TuesdayEngaging Puzzle Design (4/10)[slides]Description: This class define puzzles as challenges that test player knowledge or skill and survey common puzzle types. They then introduce a five‑part design framework—establishing clear rules and goals (mechanics), creating a compelling problem and logical solution (catch & revelation), accounting for what players already know and their assumptions, optimizing layout and feedback (presentation), and tuning the challenge through a structured difficulty curve—emphasizing progression, feedback loops, and playtesting to ensure puzzles remain engaging and rewarding.
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Due04/08/2025 23:59
TuesdaySkill Share Assignment Due -
Lecture04/15/2025
TuesdayEthics in Game Design (4/15)Description
In this session, we frames game design as a value‑driven practice, not a neutral technical exercise. Students share personal examples (e.g., Secret Hitler’s impact on trust, League of Legends fostering friendships during lockdown, Undertale’s humanistic themes, Dark Souls’ perseverance lessons), which lead into core ethics topics: the cultural and social impact of games, responsible production (labor practices, diversity in creative teams, pitfalls of tokenism), and inclusive play (accessibility options and community moderation). Real‑world cases—such as Blizzard’s contested diversity metrics, Pokémon Go’s geographic biases, and toxic behaviors in competitive titles—illustrate the stakes, while positive models highlight design choices that empower players and foster healthier communities.
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Lecture04/22/2025
TuesdayDescription
In this lecture, Ruipeng Wang explores the vital role of tutorials in onboarding players and lowering the learning curve. He contrasts static instructions with engaging, feedback rich tutorials, then breaks down core design principles—“show, don’t tell,” safe experimentation zones, minimal words, and spaced out learning using iconic examples: Super Mario Bros. 1 1’s hidden teaching moments, Plants vs. Zombies’ concise pop-up guidance, Minecraft’s sandbox and community powered learning, and Breath of the Wild’s Great Plateau masterclass. He also discusses balancing player empowerment and challenge across linear, open world, and sandbox games.