CG322

Gamified Experience Design

Spring

Professor

C.J. Yeh
Assistant Chair, Animation Interactive Media & Game Design
Chair, Creative Technology & Design Curriculum
Co-chair, Advertising & Digital Design Curriculum
Founder and Executive Creative Director, Cynda Media Lab [➚]

Course Description

This course introduces students to the fundamentals of game UX/UI design through an exploration of tabletop and screen-based games. Students will analyze game mechanics, player interaction, and storytelling in tabletop games to understand the foundations of game design. They will then apply these principles to create screen-based educational games tailored for teenagers. With a hands-on approach, students will develop prototypes that demonstrate their ability to merge gameplay and experience design to create engaging and meaningful experiences.

CG322 Classweb
NewCreatives.net [➚]

CT&D Program Website
ExperienceDesign.NYC [➚]

Grade Breakdown and Evaluation
  • Attendance and Participation (30%)

  • Weekly Progress Checks (30%)

  • First Project (10%)

  • Final Project (30%)
    (A: 91% or above, B: 90% – 71%, C: 70% – 61%, D: 60% – 51%, F: 50% or below)
    * You will work in teams in this class, but you will be graded as an individual

Section Info
Section 601 / Tuesday 2:10 - 5:00 pm / Class Drive [➚]

Office Hours
Schedule a meeting with CJ via Calendly [➚]

Assignment 1: The Best Game in Town (5 Weeks)
In this assignment, students will work in teams to conceptualize and prototype a tabletop game inspired by the vibrant culture, history, and energy of New York City. Using the city as a theme, students will explore how to integrate real-world elements—such as iconic landmarks, neighborhoods, events, or cultural diversity—into the mechanics, objectives, and design of their game. Teams are encouraged to experiment with player interaction, storytelling, and strategic gameplay to create a unique and engaging tabletop experience. The final deliverable will include a playable prototype and a short presentation of the game's concept and mechanics.

Deliverables: A low-fidelity playable prototype (can be low-fidelity, such as paper and card-based).
Week 6: Presentation

Assignment 2: Gamified Experience Design (10 Weeks)
For this assignment, students will shift their focus to screen-based games, working in teams to design a mobile game concept aimed at educating teenagers. The goal is to create an engaging and interactive educational experience tailored for teenagers’ learning preferences. Teams will apply game design principles such as core loops, progression systems, and feedback mechanisms to develop a game concept that makes learning enjoyable and effective. While this assignment emphasizes conceptual design, teams will present wireframes, storyboards, or a digital prototype to demonstrate how the educational content and gameplay elements integrate seamlessly.

Deliverables: The final presentation will be in the format of a pitch deck for game publishers.
Week 15: Final Presentation


WEEKLY OUTLINE
* Weekly outline is subject to change according to the pedagogical needs.

WEEK 1
Tue 01/28
  • Introduction

  • In-class Exercise:
    – Game Day!

  • Introduction: Project #1 The Best Game In Town

  • In-class Workshop/Homework:
    – Team forming (3 to 4 students per team)
    – Create team Slack channel
    – Create team Miro board
    – Prepare first presentation: one thing all team members have in common, each team propose three game concepts including game titles, game themes, moodboards, and elevator pitches.

WEEK 2
Tue 02/04
  • Presentation: Project #1 Proposals

  • Lecture: Primary Game Types and Mechanics

  • Homework:
    – Develop game play rules and mechanics

WEEK 3
Tue 02/11
  • Due: Game Play and Strategy First Draft

  • Lecture: Game prototype

  • Homework:
    – Game prototype begins

WEEK 4
Tue 02/18
  • Due: Game Prototype First Draft

  • Lecture: Prototype testing basics

  • In-class Workshop / Homework:
    – Prototype testing
    – Prototype refinement

WEEK 5
Tue 02/25
  • In-person Class Canceled

  • Presentation Preparation

WEEK 6
Tue 03/04
  • Presentation: Best Game In Town (common hours 1-2, setup starts at 12:30)

  • Guest Lecture: Leah Lee, Product Designer at Duolingo

  • In-class Workshop / Homework:
    – Project 2 instructions
    – Project 2 Topic Presentation Prep

WEEK 7
Tue 03/11
  • Due: Gamified Experience Design Project Topics

  • Career Opportunities in the Game Design Industry

  • Lecture: What is GDD?

  • Lecture: MVP features

  • In-class Workshop / Homework:
    – GDD and MVP features

WEEK 8
Tue 03/18
  • Due: GDD and MVP features

  • Lecture: Aashrey Sharma, Senior UX Designer at Epic Games

  • Lecture: Process of UX/UI design (from sketches to high-definition)

  • In-class Assignment/Homework:
    – Screen sketches

WEEK 9
Tue 03/25
  • Due: Sketches

  • Demo: Figma / Julia Singh, Product Designer at Microsoft

  • Lecture: Paper prototype testing

  • In-class Assignment/Homework:
    – Sign-up for Figma
    – Paper prototype testing

WEEK 10
Tue 04/01
  • Due: Final screen sketches

  • Demo: Figma / Julia Singh, Product Designer at Microsoft

  • Lecture: UI design fundamentals

  • In-class Assignment/Homework:
    – UI design begins

WEEK 11
Tue 04/08
  • Due: UI first drafts

  • Guest Speaker: Julia Singh, Product Designer at Microsoft

  • Lecture: UI design fundamentals

  • In-class Assignment/Homework:
    – Case study script draft
    – Moodboard and storyboard

WEEK 12
Tue 04/22
  • Team Review: Case study script, mood board, and storyboard

  • In-class Workshop / Homework:
    – Team review
    – UI design
    – Case study video design and production
    – Progress Update (upload before next class)

WEEK 13
Tue 04/29
  • Team Review

  • In-class Workshop / Homework:
    – Team review
    – UI design final revisions
    – Case study video design and production
    – Progress Update (upload before next class)

WEEK 14
Tue 05/06
  • Team review

  • In-class Workshop / Homework:
    – Case study video wrap-up
    – Final presentation prep
    – Progress Update (upload before next class)

WEEK 15
Tue 05/13
  • Final Presentations

Creative Technology & Design (CT&D) Attendance Policy

Attendance is not optional. If you are going to miss a class, you must contact me via email ASAP. Due to the quantity of material covered in the course, I will not be able to spend class time explaining missed assignments or redo lectures. If a class is missed, it is your responsibility to get information regarding missed assignments and lectures from one of your classmates.

  1. Students are required to attend all classes, be on time, and remain for the entire class.

  2. Students who miss three classes for classes meeting once a week or four classes for classes meeting twice a week will receive a grade of “F.”

  3. The student who arrives 10 minutes after the start of the class will be considered late.

  4. Two late occurrences = one absence

  5. A student who arrives over 30 minutes late or not returning from the break will be considered absent from the class.

  6. Working on projects for another class or using digital devices for socializing (texting, social media…etc.) or gaming during class time will be recorded as an absence.

  7. An excused absence is still recorded as an absence. The difference is an excused absence won’t impact your grade for professionalism and class participation.

Additional Course Information:
Department Policy on Plagiarism

Plagiarism and other forms of academic deception are unacceptable. Each instance of plagiarism is distinct. A plagiarism violation is an automatic justification for an “F” on that assignment and/or an “F” for the course. A student found in violation of FIT’s Code of Conduct and deemed to receive an “F” for a course may not withdraw from the course prior to final grade assignments.

Use of AI tools

It is permissible to utilize AI tools in your creative process. However, you must identify which AI tool is being used at each stage of the process. You are required to fact-check AI output and avoid stereotyping and bias in your work. Finally, you are responsible for ensuring that the final creation is unique, ownable, and without any copyright issues.

Fact-checking AI output

AI tools are not infallible. They often generate incorrect or misleading information. It is your responsibility to fact-check any AI output before using it in your work. This includes checking the source of the information, evaluating the quality of the information, and considering the context in which the information was generated.

Avoiding stereotyping and bias

AI tools can be trained on data that contains stereotypes and biases. This can lead to AI output that is also biased. It is your responsibility to avoid the potential for bias in AI output. You should also be mindful of your own biases when using AI tools and take steps to mitigate them.

Ensuring the uniqueness and ownership of your work

You are responsible for ensuring that the final creation of your work is unique and ownable. This means that you must not plagiarize the work of others, including submitting works done solely by AI tools without meaningful improvement and input from you.

Penalty for violation

Violation of this policy may result in a grade reduction or suspension from the class.