Game Design Studio
Game Design Studio S'2022
Documentation
Week 1: What is a Game? Game Design Fundamentals (1/25)
Week 2: Game Design Fundamentals Pt. 2 and Iterative Game Design (2/1)
Week 3: Iterative Game Design Pt. 2 and Elegance and Emergence (2/8)
Week 4: Magic Circle and World Building (2/15)
Week 5: TTRPGs cont. and Midterm (2/22)
Week 6: Midterm Games Pt. 1 (3/1)
Week 7: Midterm Games Pt. 2 and Meatspace Affordances (3/8)
Week 8: Narrative Games (3/22)
Week 9: Gamification and the Psychology of Rewards (3/29)
Week 10: Games for X and Empathy Games (4/5)
Week 11: Play as a Radical Act and Manifestos (4/12)
Week 12: Final Games Pt. 1 (4/19)
Week 13: Final Games Pt. 2 and Review (4/26)
Week 14: Final Games Pt. 3, Guest Critics, and Celebration (5/3)
Week 2: Game Design Fundamentals Pt. 2 and Iterative Game Design (2/1)
Remix or Mash:
Remix
Adjust the elements or mechanics of a classic game.
Examples:
Three player tic tac toe
Communist Monopoly
Karaoke Tag
Mash
Keep half the elements of one game and combine it with half the elements of another.
Examples:
Chess Poker
Dodgeball Battleship
Mahjong Hide and Seek
Game: Rainy Nights
A game where players sit in a circle facing inwards. Another smaller group of players are selected as “ghosts” who will mark players in the circle for death. The only way for players to not die is if another player in the circle is looking at them. The ghosts win if they kill all the players in the circle, and the players in the circle win if they survive x amount of turns.
Design Waypoint: Create a game that could evoke suspense and horror that also requires some strategy.
Week 3: Iterative Game Design Pt. 2 and Elegance and Emergence (2/8)
Emergent Rules:
Prototype Prompt: Emergent Rulesets
Choose an aesthetic effect or interaction dynamic
Create a ruleset that is as short as possible while still clearly setting up the game that leads to that effect or dynamic
This can either be an exploration into emergent player behavior (simple rules creating complex behavior), or you can treat this more artistically and experiment with sensory output (i.e. rules that players follow to collaborate on a visual art piece or song)
You will not be able to explain the game for the playtest, the playtesters will only have your written ruleset to learn from
This week we’re going to try all being in groups (2-3)
Game: Gone Viral
An unforgiving survival game where players must manage resources and maintain their sanity and survive for seven days.
Design Waypoint: Create a game that was reminiscent of hardcore coop survival games while having rules that were simple enough to understand through text.
Week 4: Magic Circle and World Building (2/15)
Tabletop Role-Playing:
Prototype Prompt
Create a Tabletop Role-Playing Game where players inhabit (different characters) in a different world
Requires use of tools (ex: dice, pen and paper, Legos, food, etc.)
Aim for playtests of one scene/event and quick onboarding / character creation
Groups of 2-3
Game: Soothsayer
A storytelling RPG where players explore a mysterious and sinister world to fight monsters in order to return home.
Design Waypoint: A storytelling and action adventure game that envelops players in a world where the unknown creates a sense of urgency and fear.
Week 5: TTRPGs cont. and Midterm (2/22)
Week 4 Assignment Writeup
Prototype Prompt (Midterm)
Make a game that elicits a very specific feeling — aim for a very focused design goal