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The Mechanics of Magic

The Mechanics of Magic

Game Design Writings by Students at Stanford taking 247G and 377G

  • Library
    • CS247G Community Game Design Resources
    • Game Design Resources
    • Graphic Design for Game Designers
    • Graphic Design Resources
    • Chapter 11 from Game Balance
  • Read Write Play
    • Hollow Knight: RWP 4 2023
    • Mystic Messenger: RWP 6 2023
    • Undertale: RWP 3 2023
    • What Remains of Edith Finch: RWP 5 2023
    • Catan: RWP1 2023
    • 80 Days: RWP 2 2023
  • 247G Syllabus
    • The Formal Elements of Game Design
    • Design for Play | Week One | Lecture A
    • Design for Play | Week One | Lecture B
    • Design for Play | Week Two | Lecture A
    • Design for Play | Week Two | Lecture B
    • Design for Play | Week Three | Lecture A
    • Design for Play | Week Three | Lecture B
    • Design For Play | Week Four | Section A
    • Design For Play | Week Four | Section B
    • Design for Play | Week Five | Class A
    • Design for Play | Week 5 | Class B
    • Design for Play | Week 6 | Class A (no class)
    • Design for Play | Week 6 | Class B
    • Design for Play | Week 7 | Class A
    • Design for Play | Week 7 | Class B
    • Design for Play | Week 8 | Class A
    • Design for Play | Week 8 | Lecture B
  • Serious Play Study Group Overview
    • Study Group Week by Week Breakdown
      • Formal Elements of Games
      • Final Reflection Essay
    • [Optional Material] What is fun?
    • Project 1: Those Who Play, Teach
      • READING Visual Design of Board Games
      • Pitch Your Teaching Game
      • Sketchnote: Playtesting Boardgames
      • Sketchnote: Erin Hoffman // Wind, Not Sand: Mapping Dynamic Emotion Across a Product Landscape
      • SketchNote: MDAO
      • Critical Play: Write up your game of FLUXX
      • [Optional Material] Playtesting
      • OPTIONAL Board Game Usability
    • P2: The Future We Deserve
      • Critical Play: A Mechanic and a Story to Tell
      • Interactive Fiction: Tiny Playable Prototype
      • Introducing Interactive Fiction
      • Map and Premise
      • Critical Play: Story AND Storytelling games
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Sketchnote: Art of game design- Story
      • [Optional Material] Emergence and Progression
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Project 2 Reflection Essay
      • Share what you Learned: Writing Excuses Podcast
      • Values at Play & P2 Peer Grading
    • P3: The Game of Unexpected Consequences
      • P3 Concept Doc
      • Playable prototype
      • Working With System Dynamics (mindmap the reading, apply it to your game)
      • Mapping Systems
      • Sketchnote/Response for Rules & Tutorials
      • Project 3 Check-in
      • Project 3 Reflection Essay
    • P4: Refine a game
      • Sketchnote/Response for Playtesting with Strangers
      • Read: Mechanic is the Magic
  • On Sketchnotes
  • Printing at Stanford

Month: July 2026

Concept Doc Individual Submission

July 20, 2026

Emotions:   Mystery Tension horror   Directions: Tactical RPG I would be very interested in making a Dark Fantasy tactical RPG with an emphasis…

Checkpoint 1: Concept Doc (Team Bathyergus)

July 20, 2026

Team Bathyergus (Xingyi, Ellie, Claire, Dana, Hazel)   Synopsis The game is a dive into the mind, each level a deeper layer revealing clues and…

Sketchnote: Loops & Arcs

July 20, 2026

Sketchnote: Example: I really enjoy the game Animal Crossing. It relies mainly on loops of daily tasks. Players repeat activities such as fishing, catching…

Individual Concept Doc – Willow Azevedo

July 20, 2026

Directions I. Type of Fun – Challenge Part of our idea for the game is incorporating puzzles into the game to reveal the plot….

Individual Concept Doc

July 20, 2026

Moodboard Playlist Narrative Directions Direction 1 – Investigation RPG This direction focuses on investigation and dialogue as the core gameplay. Players explore the town,…

Individual Concept Doc – Marcus Polson (team josephoartigasia)

July 20, 2026

Emotions: Hope, Intrigue, Discovery Moodboard: Concept Playlist: Possible Directions/Concepts: A TTRPG with a defined narrative, which would be conveyed by the digital element. Players…

Indivisual Concept – Jack Yang (Team Quemisia)

July 20, 2026

  MOOD BOARD: SOUNDTRACKS:   Setting – Dark abandoned environment, lots of greenery and overgrowth, broken buildings and vehicles. Going for aesthetics of discovery…

Aksel – P2 – Individual Deliverable

July 20, 2026

Emotions to evoke: Uncertainty, struggle, sympathy Mood Board:                                …

Individual concept doc – Noah (team josephoartigasia)

July 20, 2026

Concept 1- Each player controls their specialized character/race for a level. This mechanic would be very similar to how roles are differentiated in classic…

Extra credit sketchnotes- role of architecture in games

July 20, 2026

extra credit huzzah!

Individual Concept Doc – Xingyi (Team Bathyergus)

July 20, 2026

Emotions: mysterious, dreamlike, mechanical Mood board Playlist Narrative direction  Direction 1: Layers of box. Players unwrap each layer through mechanical puzzles. Because the box…

Individual Concept Doc – Benjamin

July 20, 2026

Moodboard & Playlist Narrative Directions Direction 1 – Walking simulator between levels One of our ideas for the game is a simple puzzle room….

Individual Concept Doc P2

July 20, 2026

  Moodboard     For our game, I would like to draw inspiration from the following games:  Horrortale, OneShot, Little Misfortune, Little Nightmares, Fran…

Individual Concept Doc – Dana To (Team Bathyergus)

July 19, 2026

Moodboard:  Spotify playlist: 3 Directions from Ideation: Playing with colors: The gameplay may focus on color as the core mechanic. Players can change their…

The Last Medici – Concept doc

July 19, 2026

Overview The Last Medici is an open-world map exploration game with pixel art aesthetics (inspired by Stardew Valley). The player takes on the role of the…

Sketchnote | Loops & Arcs – Yunming Huang

July 19, 2026

Here is the PDF format: Loops & Arcs

Individual Concept Doc – Ellie Prince (Team Bathyergus)

July 19, 2026

Moodboard Spotify Playlist 3 Directions from Ideation Narrative series of puzzles based on recognizable famous artworks. This direction would involve a series of levels…

Critical Play: Walking Simulators — BABBDI

July 19, 2026

How Does Walking Tell a Story? Video games train us to read movement as a resource: a sprint bar, a stamina meter, a dodge-roll….

Sketchnote: Loops & Arcs

July 19, 2026

Example Game:  Slither.io. I can get embarrassingly sidetracked playing Slither.io because it’s addictively simple and challenging, but it’s also interestingly almost pure loop architecture….

Critical Play: Walking Simulators

July 19, 2026

For this assignment, I played What Remains of Edith Finch, a walking simulator developed by Giant Sparrow. The game is available on PC, PlayStation,…

Posts pagination

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Welcome to the Stanford HCI Game Design Blog.

Currently this blog holds two formal classes being taught by Christina Wodtke as well as Independent Study Work. In winter of 2022, cs377g was cancelled because of covid-19 uncertainty, and became a study group. You can follow along by looking at the SGSG syllabus and weekly break down.

CS 247G: Design for Play(SYMSYS 195G)

A project-based course that builds on the introduction to design in CS147 by focusing on advanced methods and tools for research, prototyping, and user interface design. Studio based format with intensive coaching and iteration to prepare students for tackling real world design problems. This course takes place entirely in studios; please plan on attending every studio to take this class. The focus of CS247g is an introduction to theory and practice of the design of games. We will make digital and paper games, do rapid iteration and run user research studies appropriate to game design. This class has multiple short projects, allowing us to cover a variety of genres, from narrative to pure strategy. Prerequisites: 147 or equivalent background.

CS 377G: Designing Serious Games

Over the last few years we have seen the rise of "serious games" to promote understanding of complex social and ecological challenges, and to create passion for solving them. This project-based course provides an introduction to game design principals while applying them to games that teach. Run as a hands-on studio class, students will design and prototype games for social change and civic engagement. We will learn the fundamentals of games design via lecture and extensive reading in order to make effective games to explore issues facing society today. The course culminates in an end-of- quarter open house to showcase our games. Prerequisite: CS147 or equivalent. 247G recommended, but not required.

SGSG: Serious Games Study Group

  • Library
    • CS247G Community Game Design Resources
    • Game Design Resources
    • Graphic Design for Game Designers
    • Graphic Design Resources
    • Chapter 11 from Game Balance
  • Read Write Play
    • Hollow Knight: RWP 4 2023
    • Mystic Messenger: RWP 6 2023
    • Undertale: RWP 3 2023
    • What Remains of Edith Finch: RWP 5 2023
    • Catan: RWP1 2023
    • 80 Days: RWP 2 2023
  • 247G Syllabus
    • The Formal Elements of Game Design
    • Design for Play | Week One | Lecture A
    • Design for Play | Week One | Lecture B
    • Design for Play | Week Two | Lecture A
    • Design for Play | Week Two | Lecture B
    • Design for Play | Week Three | Lecture A
    • Design for Play | Week Three | Lecture B
    • Design For Play | Week Four | Section A
    • Design For Play | Week Four | Section B
    • Design for Play | Week Five | Class A
    • Design for Play | Week 5 | Class B
    • Design for Play | Week 6 | Class A (no class)
    • Design for Play | Week 6 | Class B
    • Design for Play | Week 7 | Class A
    • Design for Play | Week 7 | Class B
    • Design for Play | Week 8 | Class A
    • Design for Play | Week 8 | Lecture B
  • Serious Play Study Group Overview
    • Study Group Week by Week Breakdown
      • Formal Elements of Games
      • Final Reflection Essay
    • [Optional Material] What is fun?
    • Project 1: Those Who Play, Teach
      • READING Visual Design of Board Games
      • Pitch Your Teaching Game
      • Sketchnote: Playtesting Boardgames
      • Sketchnote: Erin Hoffman // Wind, Not Sand: Mapping Dynamic Emotion Across a Product Landscape
      • SketchNote: MDAO
      • Critical Play: Write up your game of FLUXX
      • [Optional Material] Playtesting
      • OPTIONAL Board Game Usability
    • P2: The Future We Deserve
      • Critical Play: A Mechanic and a Story to Tell
      • Interactive Fiction: Tiny Playable Prototype
      • Introducing Interactive Fiction
      • Map and Premise
      • Critical Play: Story AND Storytelling games
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Sketchnote: Art of game design- Story
      • [Optional Material] Emergence and Progression
      • Essay or Sketchnote: Rise of the Video Game Zinesters
      • Project 2 Reflection Essay
      • Share what you Learned: Writing Excuses Podcast
      • Values at Play & P2 Peer Grading
    • P3: The Game of Unexpected Consequences
      • P3 Concept Doc
      • Playable prototype
      • Working With System Dynamics (mindmap the reading, apply it to your game)
      • Mapping Systems
      • Sketchnote/Response for Rules & Tutorials
      • Project 3 Check-in
      • Project 3 Reflection Essay
    • P4: Refine a game
      • Sketchnote/Response for Playtesting with Strangers
      • Read: Mechanic is the Magic
  • On Sketchnotes
  • Printing at Stanford

Archives

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  • June 2021
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  • April 2021
  • September 2020
  • February 2017

Recent Posts

  • Concept Doc Individual Submission
  • Checkpoint 1: Concept Doc (Team Bathyergus)
  • Sketchnote: Loops & Arcs
  • Individual Concept Doc – Willow Azevedo
  • Individual Concept Doc

Recent Comments

  • jasonzz on Mooney Ranch
  • Sizhe Wu on Introduce Yourself – Carl
  • Christina Wodtke on Short Exercise: Learning to Play closely
  • Christina Wodtke on Short Exercise: Learning to Play Closely – Fruit Ninja
  • Aksel Kolasinski on Hi! I’m Mathias

Categories

  • P2: The Empathy Machine
  • Featured
  • Project One
  • milestone
  • P2: The Future We Deserve
  • mindmap
  • P1: Social Games
  • CS247G
  • Assignments
  • P1: those who play, teach
  • Lectures
  • P2: Games In Space
  • Critical Play
  • P3: The Game of Unexpected Consequences
  • Project Two
  • Project Four REFINE
  • P4: Refine a Game
  • Sketchnotes
  • Project Two: The Future We Deserve
  • From the Instructor
  • Project Three: The Game of Unexpected Consequences
  • ReadWritePlay
  • 377G: Serious Games
  • SGSG

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