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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

Author: snoopy

Critical Play: Mysteries & Escape Rooms – snoopy

August 6, 2026

This week, I was lucky enough to be able to attend an escape room – a unique and immersive puzzle where the player is…

Sketchnote: Onboarding – snoopy

August 4, 2026

I did this sketch note on note only onboarding in Plants vs Zombies, but also included a little bit of how we can spatially/visually onboard…

Critical Play: Puzzles – snoopy

July 30, 2026

Note, this article does contain some spoilers that aspiring Portal players should avoid. While most folks think of Portal 2 when prompted to envision…

Sketchnote: Puzzles in Games, Puzzles as Games – snoopy

July 28, 2026

Here is my sketch note on puzzles in games and as games! I thought it was funny how, in the article published in 1997,…

Critical Play: Worldbuilding – snoopy

July 24, 2026

For this week’s worldbuilding Critical Play, I played the much-beloved Deltarune: Chapter 3. Toby Fox has always been a fantastic worldbuilder in my eyes,…

Sketchnote: Designer’s Notebook: The Role of Architecture in Videogames – snoopy

July 22, 2026

  Above is my sketchnote for architecture in video games. I tried to keep it simple, with more reminding little images!

Sketchnote: Loops & Arcs – snoopy

July 21, 2026

One game I really like is Jak 2, for the PS2. Because it features lots of different dynamics (platforming, shooting enemies, racing), there are…

Checkpoint 1: Concept Doc – Team Heteropsomys

July 20, 2026

Team members: Aksel Kolasinski, Yifan Xu, Xatrik Bera, snoopy Synopsis: We would like to pursue a story where the protagonist finds themself in a…

P2, Checkpoint 1 – Individual Team Member Deliverable – snoopy

July 20, 2026

For our team’s upcoming game, three emotions I wanted to evoke are: Tension – like the heightened state of awareness you feel when you…

Critical Play: Walking Simulators – snoopy

July 16, 2026

“Walking simulators” are games that are usually mechanically simple (i.e., the player may only walk and solve simple puzzles), but often are so in…

Mindmap: Narrative Architecture – snoopy

July 14, 2026

  Here is my mind map on narrative architectures in games. I had fun drawing the game images at the bottom!

Critical Play: Competitive Analysis – snoopy

July 12, 2026

In the realm of social deduction games, I feel most games do not translate well to being online. While there are certainly a notable…

Corruption – P1 Team Chipmunk

July 10, 2026

Team Chipmunk – Nicholai Khitrykh, Joseph Gu, Rohan Gonzalez, Lebriz Clayton, snoopy Artist’s Statement The main goal of Corruption is to provide a social…

Sketchnote: Game Design Patterns for Building Friendships – snoopy

July 7, 2026

  Here is my next sketchnote. My last sketchsnote used colors to differentiate, so I wanted to try and do this one monochrome, as…

Critical Play: Bluffing, Judging and Getting Vulnerable – snoopy

July 1, 2026

Somehow, despite the great popularity of the game amongst people my age, I have only just gotten around to playing Coup for the first…

Sketchnote: What Games Are and Aren’t – snoopy

June 30, 2026

Here is my first official sketchnote. It was fun to try all the different colors.

Short Exercise: Learning to Play Closely – snoopy

June 29, 2026

Undertale was a very emotional game for me – and perhaps the most notable moment in this journey was when the player finally approaches…

mindmap for assignment 1, snoopy

Mindmap: Formal Elements – snoopy

June 25, 2026

Hi everyone! Here is my first mind map/sort-of-sketchnote.

Intro Post – snoopy

June 24, 2026

Hi everyone, I am excited to be a part of the class and learn! I go by He/Him. A game that may just be…

Fallout: New Vegas title art

Short Exercise – MDA & 8 Kinds of Fun – snoopy

June 24, 2026

[Fallout: New Vegas title screen]   One game that I particularly enjoy is Fallout: New Vegas. The game’s strong role-playing and narrative aspects have…

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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Recent Posts

  • Critical Play: Mysteries & Escape Rooms – snoopy
  • Critical Play: Mysteries and Escape Rooms
  • Critical Play: Mysteries and Escape Rooms
  • Critical Play: Mysteries & Escape Rooms – Nicholai K.
  • Paradox

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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
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  • ReadWritePlay
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  • SGSG

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