Schedule

  • Event
    Date
    Description
    Course Material
  • Assignment
    12/22/2024
    Sunday
    Assignment #0 - Minecraft Exploration Challenge released!
  • Lecture
    01/16/2025
    Thursday
    What is a Game? What is Game Design? (1/16)

    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.

  • Due
    01/20/2025 23:59
    Monday
    Assignment #0 due
  • Lecture
    01/21/2025
    Tuesday
    Analyzing Games - Mechanics, Dynamics, Aesthetics (1/21)

    Suggested Readings:

    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.

  • Assignment
    01/22/2025
    Wednesday
    Assignment #1 - MDA Analysis released!
  • Assignment
    01/23/2025
    Thursday
    Lab #1 - Scientific Observation released!
  • Due
    01/23/2025 11:45
    Thursday
    Lab #1
  • Due
    01/27/2025 23:59
    Monday
    Assignment #1 due
  • Lecture
    01/28/2025
    Tuesday
    Game Loop (1/28)

    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.

  • Assignment
    01/29/2025
    Wednesday
    Assignment #2 - Analyzing Game Loops released!
  • Assignment
    01/30/2025
    Thursday
    Lab #2 - Game Loop Modification released!
  • Due
    01/30/2025 23:59
    Thursday
    Lab #2
  • Due
    02/03/2025 23:59
    Monday
    Assignment #2 due
  • Lecture
    02/04/2025
    Tuesday
    Narrative and Theme (2/4)

    Suggested Readings:

    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

  • Assignment
    02/04/2025
    Tuesday
    Assignment #3 - Story and Gameplay released!
  • Assignment
    02/06/2025
    Thursday
    Lab #3 - Crazy Eights, Story Mode, Part 1 released!
  • Due
    02/06/2025 23:59
    Thursday
    Lab #3
  • Due
    02/10/2025 23:59
    Monday
    Assignment #3 due
  • Lecture
    02/11/2025
    Tuesday
    Player Choice (2/11)

    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

  • Assignment
    02/11/2025
    Tuesday
    Assignment #4 - Player Choice released!
  • Assignment
    02/13/2025
    Thursday
    Lab #4 - Crazy Eights, Story Mode, Part 2 released!
  • Due
    02/13/2025 23:59
    Thursday
    Lab #4
  • Due
    02/17/2025 23:59
    Monday
    Assignment #4 due
  • Lecture
    02/18/2025
    Tuesday
    Prototyping and Playtesting (2/18)

    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

  • Assignment
    02/19/2025
    Wednesday
    Assignment #5 - Prototyping and Playtestinge released!
  • Assignment
    02/20/2025
    Thursday
    Lab #5 - The Demon Director released!
  • Due
    02/20/2025 23:59
    Thursday
    Lab #5
  • Due
    02/24/2025 23:59
    Monday
    Assignment #5 due
  • Lecture
    02/25/2025
    Tuesday
    Progression in Games (2/25)

    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

  • Assignment
    02/25/2025
    Tuesday
    Assignment #6 - Progression and Pacing released!
  • Assignment
    02/27/2025
    Thursday
    Lab #6 - Beer Pong Golf released!
  • Due
    02/27/2025 23:59
    Thursday
    Lab #6
  • Due
    03/03/2025 23:59
    Monday
    Assignment #6 due
  • Lecture
    03/04/2025
    Tuesday
    Guest 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

  • Assignment
    03/06/2025
    Thursday
    Lab #7 - Frankenstein released!
  • Assignment
    03/06/2025
    Thursday
    Assignment #∞ - Skill Share released!
  • Due
    03/06/2025 23:59
    Thursday
    Lab #7
  • Lecture
    03/25/2025
    Tuesday
    Action - Twitch Mechanics (3/25)

    Suggested Readings:

    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

  • Assignment
    03/27/2025
    Thursday
    Lab #8 - Design a Sport released!
  • Due
    03/27/2025 23:59
    Thursday
    Lab #8
  • Lecture
    04/01/2025
    Tuesday
    Mutiplayer (4/1)

    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

  • Lecture
    04/02/2025
    Wednesday
    Guest 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

  • Lecture
    04/08/2025
    Tuesday
    Engaging Puzzle Design (4/10)

    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.

  • Due
    04/08/2025 23:59
    Tuesday
    Skill Share Assignment Due
  • Lecture
    04/15/2025
    Tuesday
    Ethics 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.

  • Lecture
    04/22/2025
    Tuesday
    Tutorials (4/22)

    Description

    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.