University of Free Knowledge

The Signal School · mass media, journalism & screen

Game Design & Interactive Media

Games as designed systems: rules, feedback, and why play holds attention that lectures lose.

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GV 1469.8 Game Design I: Rules, Loops, and Player Choice

The core vocabulary of the discipline — mechanics, dynamics, feedback loops, and choices that feel like they matter.

Syllabus · 3 units · ~20 hours

Unit I — What a Game Is
Rules, goals, and voluntary obstacles · Mechanics, dynamics, aesthetics · The core loop: the thirty seconds you repeat

Unit II — Choice and Consequence
Interesting decisions versus calculations · Risk, reward, and information · Feedback loops: runaway leaders and rubber bands

Unit III — Balance and Feel
Tuning numbers without losing identity · Randomness: input versus output luck · Game feel: the juice that sells the rules

EnthusiastcoreNot yet inked—opens Fall 2026.
QA 76.76 Level Design: Guiding the Player Through Space

Architecture for play — sightlines, pacing, teaching through layout, and spaces that explain themselves.

Syllabus · 3 units · ~18 hours

Unit I — Reading Space
Sightlines, landmarks, and weenies · Gating, keys, and the critical path · Light and color as direction

Unit II — Teaching Through Layout
Introduce, practice, twist, test · The safe first encounter · Difficulty curves across a level

Unit III — Building and Testing
Blockouts before beauty · Watching players get lost · Iterating without restarting

UndergradadvancedNot yet inked—opens Fall 2026.
GV 1469.34 Interactive Narrative: Branching Story and Player Agency

Story the player co-authors — branch structures, environmental storytelling, and choices with real weight.

Syllabus · 2 units · ~16 hours

Unit I — Structures
Branch, bottleneck, and the illusion of choice · State tracking: the story remembers · Time and pacing when the player controls both

Unit II — Story Beyond Dialogue
Environmental storytelling: the room as narrator · Barks, logs, and found documents · Ludonarrative: when rules and story disagree

UndergradadvancedNot yet inked—opens Fall 2026.
GV 1469.15 Paper First: Prototyping and Playtesting

Finding the fun cheaply — paper prototypes, honest playtests, and killing your favorite mechanic early.

Syllabus · 2 units · ~12 hours

Unit I — The Cheapest Version
Paper, dice, and index cards as game engines · One question per prototype · Faking systems with a human computer

Unit II — Watching Players
Running a playtest without coaching · What players do versus what they say · Deciding what to change, and changing one thing

EnthusiastintroNot yet inked—opens Fall 2026.
GV 1312 Tabletop Design: Cards, Dice, and Boards

Design without a compiler — the mathematics and materials of board and card games, from theme to table.

Syllabus · 2 units · ~14 hours

Unit I — Mechanisms
Worker placement, drafting, engine building · Probability at the table: dice and deck math · Player count and downtime

Unit II — From Kitchen Table to Box
Theme and mechanics: which comes first · The rulebook: the hardest writing in games · Blind testing and publishing paths

EnthusiastcoreNot yet inked—opens Fall 2026.
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