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The Mechanics of Magic

The Mechanics of Magic

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

  • 247G Syllabus
    • 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
  • The How and Why of Sketchnotes
  • Graphic Design Resources

Sketchnote: Game Architecture

April 14, 2021

Sketchnote: Game Architecture

April 14, 2021

One game I’ve enjoyed a lot recently is Hades. It’s an example of the “Rogue-like” genre, which is usually characterized by intense difficulty and permanent…

Game Architecture Sketchnotes

April 14, 2021

Critical Play – All Bad Cards

April 14, 2021

  All Bad Cards is a judging game modeled after Cards Against Humanity and adapted to an online platform. The gameplay is essentially the…

Immersion, Friction, and Fear in Amnesia: The Dark Descent

April 14, 2021

Last night I sat down, alone in the dark, to play a critically-acclaimed horror game widely recognized as an early leader in the genre,…

Visual Design of Games

April 14, 2021

Exercises: Tiny Wings’ Visual Design Tiny Wings’ design is super simple, but works really well. They have a great use of color, size, alignment,…

Game Architecture Sketchnote

April 14, 2021

Loops and Arcs Sketchnotes

April 14, 2021

Critical Play: Competitive Analysis of Two Truths and a Lie

April 14, 2021

Two Truths and a Lie I chose this classic game because of its themes of conversation, deduction, invention, bluffing, interrogation, and storytelling. Mechanics In…

Competitive Analysis of Beak, Feather, & Bone

April 14, 2021

Game Mechanics In Beak, Feather & Bone players take turn claiming buildings on a map and describing their appearance, function, and significance towards a…

Critical Play – Spyfall

April 13, 2021

Theme and Game Description Spyfall is characterized as a communication, deceit, and deduction game suitable for 3+ players. The narrative for the story centers…

Critical Play: Competitive Analysis of Would I Lie To You

April 13, 2021

This is a board game based on a TV show Would I Lie To You.  The game is meant to emphasize high interactivity between…

Critical Play – Codenames

April 13, 2021

Mechanics Codenames is a cooperative game of 4+ people. You arrange a 5×5 grid of cards, each with a word on the front for…

Critical Play: Competitive Analysis – Fiasco

April 13, 2021

Game Description + Theme FiascoI is a GM-less role-playing and storytelling game in which 3-5 players tell the story of characters based on the role…

Sketchnote: Game Architecture

April 13, 2021

Critical Play #2: Lovecraftian Shorts

April 13, 2021

Description I played Lovecraftian Shorts, a GM-less roleplay game for three players.  This is a narrative-based game; the theme is three characters going on…

Sketchnote: Game Architecture

April 13, 2021

Plants vs Zombies is a game where you defend your house from invading zombies by planting different plants which protect your home. Loops: The…

Sketchnote: Game Architecture (Loops & Arcs)

April 13, 2021

Critical Play: Competitive Analysis – Heads Up!

April 13, 2021

Overview The game that my project team came up with is one that involves a player having a word in mind, and working to…

Critical Play: Competitive Analysis

April 13, 2021

Skribbl.io is an online drawing and guessing game that dramatically resembles the classic game of Pictionary. Players take turns drawing prompts (from three choices)…

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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

  • 247G Syllabus
    • 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
  • The How and Why of Sketchnotes
  • Graphic Design Resources

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Recent Posts

  • Sketchnote: Rise of the Video Game Zinesters (Ember Fu)
  • Essay: Rise of the Video Game Zinesters – Jasmine Steele
  • Zinesters
  • Sketchnote: Rise of the Video Game Zinesters – Charlotte Feng
  • Essay: Rise of the Video Game Zinesters

Recent Comments

  • sarakolb on Final Reflection Essay
  • sarakolb on P4: Refine a game
  • sarakolb on Project 3 Reflection Essay
  • sarakolb on P3: The Game of Unexpected Consequences
  • sarakolb on Create Project 4 Rubric

Categories

  • mindmap
  • CS247G
  • Project One
  • milestone
  • P2: Games In Space
  • Critical Play
  • Lectures
  • Sketchnotes
  • Project Two
  • From the Instructor
  • Project Four REFINE
  • Assignments
  • Project Two: The Future We Deserve
  • ReadWritePlay
  • Project Three: The Game of Unexpected Consequences
  • SGSG

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