Schedule
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EventDateDescriptionCourse Material
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Lecture01/15/2026
ThursdayWhat is a Game? What is Game Design? (1/15)[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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Assignment01/15/2026
ThursdayAssignment #0 - Minecraft Exploration Challenge released! -
Lecture01/20/2026
TuesdayAnalyzing Games - Mechanics, Dynamics, Aesthetics (1/20)[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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Assignment01/21/2026
WednesdayAssignment #1 - MDA Analysis released! -
Assignment01/22/2026
ThursdayLab #1 - Scientific Observation released! -
Due01/22/2026 11:45
ThursdayLab #1 -
Due01/22/2026 23:59
ThursdayAssignment #0 due -
Lecture01/27/2026
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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Assignment01/28/2026
WednesdayAssignment #2 - Analyzing Game Loops released! -
Due01/27/2026 23:59
TuesdayAssignment #1 due -
Assignment01/29/2026
ThursdayLab #2 - Game Loop Modification released! -
Due01/29/2026 23:59
ThursdayLab #2 -
Lecture02/03/2026
TuesdayPlayer Choice (2/3)[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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Assignment02/03/2026
TuesdayAssignment #3 - Player Choice released! -
Due02/03/2026 23:59
TuesdayAssignment #2 due -
Assignment02/05/2026
ThursdayLab 3: Crazy Eights, Story Mode, Part 1 released! -
Due02/05/2026 23:59
ThursdayLab #3 -
Lecture02/10/2026
TuesdayNarrative and Theme (2/10)[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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Due02/10/2026 23:59
TuesdayAssignment #3 due -
Assignment02/11/2026
WednesdayAssignment #4 - Story and Gameplay released! -
Assignment02/12/2026
ThursdayLab 4: Crazy Eights, Story Mode, Part 2 released! -
Due02/12/2026 23:59
ThursdayLab #4 -
Due02/16/2026 23:59
MondayAssignment #4 due -
Lecture02/17/2026
TuesdayProgression in Games (2/17)[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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Assignment02/17/2026
TuesdayAssignment #5 - Progression and Pacing released! -
Assignment02/17/2026
TuesdaySkill Share Assignment released! -
Assignment02/19/2026
ThursdayLab 5: Beer Pong Golf released! -
Due02/19/2026 23:59
ThursdayLab #5 -
Lecture02/24/2026
TuesdayPrototyping and Playtesting (2/24)[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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Assignment02/24/2026
TuesdayAssignment #6 - Prototyping and Playtesting released! -
Due02/24/2026 23:59
TuesdayAssignment #5 due -
Assignment02/26/2026
ThursdayLab 6: Demon Director released! -
Due02/26/2026 23:59
ThursdayLab #6 -
Due03/03/2026 23:59
TuesdayAssignment #6 due -
Due04/14/2026 23:59
TuesdaySkill Share due
