Lectures
These are tentative lecture plans, we will adjust our class based on student feedback. We will provide recording and slides after class. Please check this page often!
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What is a Game? What is Game Design? (1/15)
tl;dr: Introduction to the basics of what defines a game and the role of a game designer.
[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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Analyzing Games - Mechanics, Dynamics, Aesthetics (1/20)
tl;dr: Learn the MDA framework to analyze and improve games systematically.
[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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Game Loop (1/28)
tl;dr: Games function as machines with core loops that sustain player engagement through challenges, actions, and feedback, with different games optimizing for progression, social play, or mastery.
[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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Player Choice (2/3)
tl;dr: Explore how meaningful player decisions define interactivity and impact in games.
[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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Narrative and Theme (2/10)
tl;dr: Explore how narrative contributes to games and the interplay between story and mechanics.
[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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Progression in Games (2/17)
tl;dr: Explore the psychology of progression in games and how it influences player engagement.
[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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Prototyping and Playtesting (2/24)
tl;dr: Playtesting is key to making good games. This lecture covers how to test, analyze, and refine mechanics efficiently, avoiding common mistakes like overcomplication and relying too much on randomness.
[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
