FoundationWhat makes a game worth playing?
Describe the experience you want a player to have.
45–60 min workshopGood games begin with a good question. Follow yours, try a tiny experiment, and see what happens.
Follow the first six lectures to build a small game, then explore six deeper workshops in any order. Set aside 45–60 minutes per foundation lecture or 30–45 minutes per advanced workshop, plus time for your own prototype.
We follow Night Mail, an original tiny courier game. Keep a notebook and apply its problems to your own idea. Every lecture pairs an explanation with an experiment and a practical next step.
12 lectures to explore
FoundationDescribe the experience you want a player to have.
45–60 min workshop
FoundationIdentify a dominant option and an uninformed guess.
45–60 min workshop
FoundationTrace how a rule changes behavior and player experience.
45–60 min workshop
FoundationSeparate learning a control from applying it under pressure.
45–60 min workshop
FoundationChoose a prototype that can answer a specific design question.
45–60 min workshop
FoundationRun a focused session without coaching every decision.
45–60 min workshop
Deeper practiceInspect one moment from several perspectives.
30–45 min workshop
Deeper practiceDistinguish immediate feedback from a lasting consequence.
30–45 min workshop
Deeper practiceName the knowledge a challenge asks for.
30–45 min workshop
Deeper practiceDescribe a control complaint as an observable behavior.
30–45 min workshop
Deeper practiceSketch a sequence of intended pressure and recovery.
30–45 min workshop
Deeper practiceMatch a prototype’s fidelity to an uncertainty.
30–45 min workshopLearn from five influential design books, then put the questions to work. The lessons and puzzles here are original; you do not need the books to take the course.
Look at the same design from several perspectives.
Explore the book ↗Prototype, observe players, and revise around an experience goal.
Explore the book ↗Ask what the player is learning to recognize.
Explore the book ↗Connect a readable action to its place in the larger game.
Explore the book ↗Inspect the relationship between control, space, and feedback.
Explore the book ↗See these questions in games you know. Play by Play connects a specific design decision to an original interactive experiment you can try.